#gamewriter
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glitchpalantir · 7 months ago
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Chris Avellone: The Architect of Emotionally Complex Worlds
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If the game industry had poets, Chris Avellone would be its enigmatic bard—crafting stories that resonate long after the final dialogue choice is made. His name is etched in the DNA of RPG storytelling, a mind that dares to explore ambiguity, moral complexity, and human fragility in worlds both fantastical and broken. Today, I dive into Avellone’s design ethos through the lens of emotional immersion, narrative weight, and the art of making players question their every choice.
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Narrative Design as Philosophy
At the heart of Avellone’s work lies a philosophy: no character or faction is ever truly good or evil. Every choice is a gradient, a subtle shift in the spectrum of consequence. In Planescape: Torment—Avellone’s magnum opus—the question “What can change the nature of a man?” becomes not just a plot device but the game’s central philosophical puzzle. Every encounter nudges players toward self-reflection, transforming gameplay into introspection. You don’t just beat the game—you live through it.
This narrative design is an exercise in empathy. Avellone forces players to embody flawed characters, live with their mistakes, and grapple with consequences that aren’t black and white. His stories don’t lecture; they guide, allowing players to stumble upon their own insights. This approach redefines the hero’s journey, replacing triumph with understanding.
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Unreliable Characters, Unreliable Worlds
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Avellone's worlds feel alive because they mirror the unpredictability of human nature. In Fallout: New Vegas, the factions aren’t just political entities—they are reflections of ideologies in decay. Caesar’s Legion, NCR, Mr. House—none offer a perfect solution, and therein lies the brilliance. Avellone leans into moral grey areas, turning every ally into a potential betrayer and every villain into a tragic figure. Trust becomes not just a gameplay mechanic but a narrative experiment.
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Characters such as Kreia from Star Wars: Knights of the Old Republic II embody this philosophy perfectly. Kreia isn’t a mentor; she’s a subversion of the archetype. Her lessons are riddles, her motives slippery. She teaches you through contradiction, questioning not just the Jedi and Sith but your own beliefs as a player. In an Avellone narrative, you are always one step away from questioning yourself.
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The Power of Player Freedom—But at a Cost
Avellone’s design ethos places tremendous narrative weight on player agency. But with great freedom comes the burden of regret. He doesn’t shy away from showing that not all paths are equal and that, sometimes, no choice is truly “right.” Decisions in his games often feel heavy, not because they unlock a specific outcome but because they force players to live with consequences that cannot be undone. This echoes life itself—a constant interplay of action, regret, and growth.
The beauty of Avellone’s design is that failure can be more narratively rewarding than success. Missing a conversation tree, failing a persuasion check, or choosing the “wrong” option can lead to some of the most compelling character arcs. Avellone’s games whisper: You can’t win everything, but you can find meaning even in loss.
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Human Stories in Grand Settings
What sets Avellone apart from other narrative designers is his ability to tell deeply personal stories within expansive settings. Whether it’s the existential journey of the Nameless One in Planescape: Torment, the slow decay of hope in New Vegas, or the quiet tragedy of minor NPCs, his writing consistently focuses on the small moments—the ones that hit closest to the heart.
Avellone’s games aren’t just about the big plot twists or saving the world. They are about conversations with forgotten characters, personal confessions, and fleeting moments of connection that players might stumble upon by accident. These micro-narratives—the stories hidden in journals, overheard conversations, or optional dialogue—are where his genius truly shines. He respects the player’s curiosity, rewarding exploration not with loot but with insight.
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Controversy, Reflection, and Legacy
Chris Avellone’s career has not been without controversy, and it serves as a reminder that no creative genius is without flaws. The public fallout in recent years complicates his legacy, but that complexity is, in some ways, a reflection of the very themes he explores in his games. Can art and the artist be separated? Should it be? These questions, uncomfortable as they are, feel eerily fitting when discussing someone whose stories dwell on ambiguity.
While Avellone’s future in the industry remains uncertain, his influence on game design is undeniable. His work has shaped not just how stories are told in games but how players experience morality, regret, and redemption in interactive spaces.
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The Takeaway: Design with Questions, Not Answers
If there’s one lesson to learn from Avellone’s approach, it’s that narrative design should leave room for uncertainty. He doesn’t hand players answers on a silver platter. Instead, he asks questions—messy, uncomfortable, and deeply human ones—and lets players wrestle with them. As game designers, writers, or storytellers, we can learn from this. Don’t just design mechanics—design emotions. Don’t just tell stories—invite the player to finish them.
Chris Avellone may or may not return to the forefront of game development, but his storytelling philosophy endures. In every RPG that dares to question the nature of choice, consequence, or identity, you can hear echoes of his work.
And so, I leave you with this thought, inspired by Planescape:
What can change the nature of a player?
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clarismakesgames · 7 months ago
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Oct. 18th, 2024 Devlog: The Eco Game Show Is Here!
Hello, gamers!
My newest game, The Eco Game Show, is finally here!
This is my first visual novel and the first game I ever made using Ren P'y!
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Help the player character, Lavender, win an eco-themed game show!
Click here to check out the game and download it to play on Itch.Io! 
As this is my first visual novel, I’m proud of putting this together. It’s very short and simple, but I hope all of you enjoy playing it!
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steve-ince · 2 years ago
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Just a little reminder that I have four books on game writing available.
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gowerhardcastle · 2 months ago
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"Having the Reader's Back"
In my pinned post, I make the bold claim that "my games are designed to have the reader's back no matter what choice you make." This is kind of my interactive fiction credo, but I've been asked before what it even means, so let me see if I can articulate it.
In a way, I kind of want to just gesture vaguely to my demo and my published games and say, "games like that," but that is not super useful. Let me do better.
I write games that I want to play. When I was younger, I really, really wanted games that made me feel angst and horror or made me sad or presented me with anxious, difficult choices that tore at me. I loved that. Now, years later, my point of view is rather different as far as what I want from my games.
I want to settle into a narrative, not feel like I'm holding onto something with my fingernails, in a struggle against the game where everything I care about might be ripped away from me because of my choices. In short, I want to feel like the storyteller and I are working together on something. That if I choose something, there's going to be the reward of story.
And to be totally clear, that doesn't mean everything goes right for the *character*--but the storyteller, the writer has my back--they are not going to narratively mock me for my choice (I've seen this); kill my character on the spot (Seen this, lots); hobble my character (constantly); shut me out of the "good" or "true" path and put a big BAD END on the screen; or make me feel like I'm playing the path that the writer wasn't interested in.
On the contrary, the storyteller/gamewriter has to do a sleight-of-hand, making every single player feel like they are forging their own story, and whatever they choose, even if it's not a story about a big hero's success, it's a *cool* story. It's something memorable and big and full of memorable moments.
That's why huge branchy narratives are my thing--because the smaller you slice the pie with each choice, the fewer players explore down each little passageway--and the more that story feels like theirs, like they did something and you, the storyteller worked with them to make it happen. You remembered a choice they made earlier or opened up a path, or accounted for the fact that they might actually have fallen in love with the bank teller, or whatever.
That's what it means to have your player's back.
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dalekowrites · 2 months ago
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Just found out your blog and already fell in love with The In-Between — already planning to make Evil Ale realise that, despite owning MC's body and submission for now, he doesn't own their heart. That he's pathetic and is going to lose to Raf in the end, mwah. ❤️
But really, I'm loving the story so far and having a lot of fun learning more about the characters. Mostly MC, they're intriguing and I want to know about them — their past; how they'll get out of this mess; their sibling's illness and so on.
Also, Evil Ale is interesting as in a "I'm writing an essay regarding narcissistic behaviours on a sociopath person". I'd despise him in real life but as a character? He's one of my favourites so far. (Waiting for MC to punch him hard in the face, really)
Nooooow, about Chiara and Good Ale's relationship... Goddess, they're both idiots. I get it that Good Ale was mad (hurt) about Chiara's crush on Evil Ale, but I got so disappointed when he started going out with Cinzia and didn't have the balls to tell it to her friend... (men, huh) Like, why are people in love so stupid sometimes? Please, be an adult (and Chiara, don't fall for your ex's trap, please, he's not a good man; get behind me, I'll protect you!)
(I'd love to read the novel as the way you publish it the first time. Is there a way to buying it? I don't mind if it's only in Italian!)
Thanks for reaching out—your message made me laugh out loud, I truly appreciated your enthusiasm! ♥
While I can’t promise MC will be throwing punches (they tend to be a bit more subtle than that), let’s just say Evil Ale’s endings aren’t going to be all very nice :P
As for Chiara and Good Ale, give the poor freshmen a break—they’re fumbling through early adulthood just like we all did... Because we were all a little stupid at that age, right? (At least, I’d like to think I wasn’t worse than average, haha.)
Regarding the novel, thank you so much for your interest! Unfortunately, it was never officially published—my publisher went under right after COVID, and by then, I was too caught up with work and studies to start the whole process over. I did post it in installments for a while, but I’ve reworked it so much since then that it’s practically a different thing. If you’re curious about some background on the story, though, I actually answered a similar question before—you can read it here (spoiler-free!).
If you’d like to stay updated or just hang out, you’re welcome to join the Discord server or follow along on the free tier of Patreon. And if you ever feel like supporting my work, Patreon also has early access and bonus content, or there’s the option for a one-time tip via PayPal. But really, no pressure—if you’re just curious about my other projects, my webspace has links to some old books and gamewriting work (though I don’t make anything from those, so don’t feel obligated to buy anything just to support me!).
Thanks again for your message—it really made my day! I always love hearing readers' thoughts, so feel free to reach out anytime on here or Discord if you have more comments or just want to chat about the story ☺
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ahcoffeebeans2 · 2 months ago
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this is the sideblog of @ahcoffeebeans. I mostly reblog photos and fandom stuff. follow my main for my art and gamewriting
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stuffedcrocodile · 1 year ago
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Write Your Own Fantasy Games For Your Microcomputer
I was searching through some old files on one of my storage disks when I came across this book again: Write Your Own Fantasy Games For Your Microcomputer by Les Howarth and Cheryl Evans, with a program credited to Chris Oxlade, and illustrations by various people including Chris Riddell. It was part of the series of Usborne Gamewriters’ Guides back in the 80s, which consisted of multiple books…
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View On WordPress
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jessicaburkhart · 2 years ago
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My new *adult* romantic fantasy game is live on @storyloom! 🐺♥️ Two chapters are up to play! It’s called BECOMING THE ALPHA’S MATE. Nothing interesting ever happens in Havenmill . . . or does it? The night you're approached by a gorgeous stranger with an odd claim, everything changes. 🔗 in bio! … #choicesstoriesyouplay #choices #narrativestorytelling #romancebooks #romanticstory #shifter #fantasystory #romantasy #storyloom #interactivefiction #interactivefictiongame #interactivefictionwriter #gamewriter #narrartivedesigner https://www.instagram.com/p/CpTlxRWMrxk/?igshid=NGJjMDIxMWI=
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richardmooneyvi · 7 years ago
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Rogues gallery 02. A rabid dog with one thought on its mind. Any animals that have survived this long are bound to be brutal and savage. #roguesgallery #art #rabiddog #writer #gamewriter #writerlife #scotland #glasgow #cyoa #chooseyourownadventure #inhumanity #postapocalypse #game #textadventure
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pagesofkenna · 3 years ago
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Solo but not Alone 2 is live on itch.io, raising money for Jasper's Game Day! I supported this bundle last year and I'm excited to see that they're doing it again this year!
It's over 100 solo tabletop RPGs, which I love because it's not always possible to get friends together to play new games. Some of these are repeat games from the previous bundle, but many of them are new. If you've never played a solo TTRPG before, they can range from storywriting prompts, to meditative exercises, to map or character builders (which are perfect for prepping for group games) and more.
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They're trying to raise over $30k, and you can get all 100+ titles for only $10! Check out the charity bundle on itch.io
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bobastudios · 3 years ago
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A little late, but we wanted your thoughts on our updated speech bubbles!
↔️ Wider for efficient storytelling
➕️ Reduced text lines to increase font size
♻️ Reduce wasted screenspace
🚫 Removed HUD behind bubble (not pictured)
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glitchpalantir · 3 days ago
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🎮 Why Your Game Characters Feel Flat — And How to Make Them Haunt Players Forever
“They left the game... but the character stayed in their mind.”
Sounds like magic? It’s actually narrative science — and emotional engineering.
✨ The Problem: Characters That Feel Like Cardboard
Ever played a game where the graphics slapped, the mechanics were slick, but the characters felt... forgettable?
You didn’t connect with them. You didn’t miss them. They were just... there.
That’s the #1 sin of bad narrative design — and the #1 opportunity for game writers and solo devs to build an unforgettable world.
🧠 The Brain Science Behind Emotional Bonding in Games
Humans don’t bond with perfect characters.
They bond with:
Flaws
Secrets
Conflicting desires
Unfinished arcs
This is what makes Ellie (The Last of Us), Geralt (The Witcher), or even HK-47 (KOTOR) live in your head rent-free.
These aren’t just characters.
They’re psychological loops waiting to be closed.
🚀 5 Ways to Make Players Fall In Love With Your Characters
1. Give Them a Scar, Not a Superpower
Players connect with trauma, not talent. Give them something they’re hiding.
2. Let Them Fail
The moment they break... is the moment we bond. A failed mission, a wrong decision — make it count.
3. Dialogue That Reveals the Soul
Forget lore dumps. One line can say everything:
“You remind me of someone I buried.”
4. Relationships That Shift
Let allies betray. Let enemies cry. Let love hurt. Dynamic relationships = human immersion.
5. Let Them Haunt the World After Death
The most powerful characters are the ones who die and leave players aching.
(See: Aerith. Arthur Morgan. V.)
🔥 Bonus: The “Ghost in the Code” Trick
Write a scene your character never gets to say.
A dream. A fear. A what-if.
Then hide it somewhere in the game.
A note. A terminal. A dream sequence.
Players who find it will never forget them.
💬 Let’s Talk
Who’s one character you still think about years after playing the game?
Drop their name in the replies 👇
Want more writing hacks, character psychology, and worldbuilding fuel?
👉 Follow for daily insights from a narrative designer who dreams in dialogue and bleeds lore.
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clarismakesgames · 1 year ago
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March 2024 Devlog: Here's my new website!
To make it easier for those looking for my published games and my game writing samples, I've created my own website!
I also did some rebranding, changing my game dev name from ClariLaGames to clarismakesgames!
I hope to use this site as a centralized place to show off my work, post monthly devlogs and occasionally share my own commentary/discussion/analyses of games that I've played!
Check out the website here: https://clarismakesgames.com Check out my first devlog on the website here: https://clarismakesgames.com/march-2024-devlog-hello-world/
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steve-ince · 2 years ago
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The first review of "Collected Game Writing Articles" and it's a really good one that gives the book five stars!
"What this is ... is a fascinating history of a man who spent a significant part of his life working in the video game industry."
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hpowellsmith · 5 years ago
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Free update to Blood Money is now live on Choice of Games, with expanded romantic and magical scenes!
When your cousin murders the city's most notorious crime boss—your mother—a power struggle erupts across the criminal underworld. As your sisters Octavia and Fuschia vie for control, you alone in the family possess the blood magician's power to summon and command ghosts. They hunger for your blood; if it's blood they want, then blood they'll have.
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retrocgads · 5 years ago
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USA 1991
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