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#video game narrative
abby-howard · 10 months
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Scarlet Hollow decision tree
People occasionally ask to see a decision tree for Scarlet Hollow, so a while back I put one together for episodes 1-4! It’s not comprehensive, as most scenes at this point have at least some variation due to any number of tracked variables, but it accounts for most of the really major deviations.
For those who don’t want spoilers but would like to hear about how we kinda structure the game: I like to talk about it as more of a braid than a tree, which is not a new concept or anything, but I feel like it helps other narrative designers understand how to limit the absolute vastness that you can get with branching structures. The narrative branches off at decision nodes, but instead of continuing down significantly different routes, it comes back together at key moments. So there’s a single narrative throughline to the game-- events unfold in the town and you witness them in some capacity, but your perspective on them, who you’re with, the options available to you, all these are impacted by other choices you’ve made along the way, including the character traits you chose at the start of the game.
It’s not necessarily easier than doing routes, since it means Tony and I have to keep track of a ridiculous number of little variations including one-off dialogue choices players have made AND steering players to the important narrative moments can be tricky, but I think it makes for an interesting player experience! People get so excited when, say, a line at the end of Episode 4 calls back to something they said when they first met Tabitha at the beginning of Episode 1.
ANYWAY, HUGE SPOILERS UNDER THE CUT, do not proceed if you don’t want to know about basically everything that’s currently in the game!
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Things start to get a little hard to read from here on out....
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Episode four had to be broken into four images and looks like spaghetti
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I’ll make another one of these for Episode 5 after it comes out sometime next year! (I know that’s a bit of a wait but it’ll be worth it >:D)
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ampleappleamble · 3 months
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haven't seen this on here yet so:
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in case you don't want to slog through the shitscape that is the bird/letter website, take a peek beneath the cut (shamelessly copied from the something awful forums dungeon meshi thread)
- Her first memory of video games was watching her father playing Wizardry on Famicom, also Dragon Quest, Ultima, and Fire Emblem among others.
- She was a difficult child so her parents didn't let her play. Wizardry is a boring game to watch, but the monster illustrations on the walkthrough evoked her imagination and made her keep watching.
- She only started becoming a serious gamer after the serialization of Dungeon Meshi was locked, for research purposes. Before that, she read fantasy novels such as The Neverending Story (Michael Ende) and The Lord of the Rings (JRR Tolkien).
- The international title for Dungeon Meshi: Delicious in Dungeons was decided by her editor.
- D&D popped up a lot when she researched the history of video games, so she read the rule books, replay novels, and games inspired by D&D.
- One of the first games she studied was the Legend of Grimrock (game's 80% off on Steam atm). Originally, she wanted Dungeon Master (FTL Games) which was famous for "RPG with meals" but hunting down the game and machine was too much.
- She didn't like games other than turn-based RPGs at first, but she decided to stop being picky and play anything that piqued her interest.
- She played Zelda: BotW and TotK on a borrowed Switch from her editor due to the console's scarcity at the time.
- She enjoyed Red Dead Redemption 2 and God of War for their stories. RDR2's incredible attention to detail had Kui engrossed so much that she asked her editor and other mangaka to play it so she could discuss it with them.
- Kui praised The Witcher 3 localization as something only possible with full support from the developer. Cyberpunk 2077 is one of her all-time favorites.
- Papers, Please was her first taste of indie games.
- Disco Elysium is the perfect game for her due to the lack of fighting, intriguing story, charming character interaction, and top-down perspective. She tried playing it in English at first due to an unlikely chance for JP loc, but it was out of her ability. Thus she is forever grateful to Spike Chunsoft for localizing it.
- Kui played Baldur's Gate 3 from the time it was in Early Access. Again, she's grateful for Spike Chunsoft's JP loc. She hoped BG3's success would bring the possibility of JP loc for other titles too, such as Pathfinder: wotr
- She likes games with top-down perspective because they have narration text for monologues and scenery description. Even if the graphic is lacking, the texts show the atmosphere and each character's behavior and psyche. Also, characters that react to your choices.
- She praised Unpacking and House Flipper for being able to tell what kind of person lives there only through their belongings, and that there's no right or wrong for the placements; she would make the best arrangement and then enjoy her hard work while sipping tea.
- The biggest inspiration for Dungeon Meshi was the Cosmic Forge pen from Wizardry VI. With improved graphics from its predecessor, now it could show broken farming tools in the background and many more details that made exploration so much fun.
- At the time of the interview (Dec '23) she still hadn't watched DunMeshi anime, but she attended the recording sessions. She's embarrassed that the dialog she wrote now acted passionately by professionals. Marcille's screaming was wonderful but also made her want to flee.
- Kui was anxious about the CP2077 anime adaptation, but she was relieved it was the Night City she knows and loves.
- Other than minor adjustments, she left it to TRIGGER as to how to adapt
- She's happy that Mitsuda Yasunori was chosen as the anime composer, as she used to play Chrono Cross and rewatched the opening many times.
- Her anticipated games in 2024 are Cloudpunk, Nivalis, and Avowed.
- DunMeshi would be hard to adapt into a game because in the first place, what Kui depicted in the manga are parts that are omitted in games for the sake of brevity.
- If DunMeshi game was Wizardry-like, it'd be told through Laios' perspective and eating was essential not to die
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random-autie-fangirl · 4 months
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The holy quartet of video game narrators which are actually living beings (...and also kinda suck)
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koboldfactory · 8 months
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Toby Fox: don’t expect anything for the anniversary this year except maybe a small fangamer announcement.
Everyone: but what if he’s LYING
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dismembered-narrator · 6 months
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i finished playing ocarina of time and majora's mask for the first time and i have so many thoughts....... one of the themes of oot is about growing up too fast and the world becoming dark around you, and losing the innocence and happiness of childhood. link doesn't belong in kokiri forest, he will grow old while the others stay the same, he can't remain a child forever, and he's forced to grow up in the time skip. he's a child in an adult's body pushed into a huge responsibility he isn't prepared for, but by the end of the game he's an adult in a child's body, sent to go live out a childhood that he's already lost. so in the beginning of majora's mask, he's searching for a childhood friend that he never reaches, and he's plunged into a surreal nightmare where this disconnect between his body and mind becomes literal with the transformation masks. the elegy of emptiness creates statues of the dead characters who gave link the masks, and a dead version of link himself, that child that is long dead and he's only wearing the mask of. the dialogue at the end of the game references this, with one of the moon children asking link what his real face looks like. it's only with the fierce deity mask that link appears as an adult again, but it's filled with a horrible dark power, maybe his trauma overpowering him like majora's mask overpowered skull kid. but at the end of the game, things are at peace, and it finally seems like link will be able to move on
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mortispoxi · 3 months
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Seeing Twitter users recommending the People Make Games documentary as a good way to get insight on the issue is so….
I know, I’m always extremely disappointed whenever I come across someone who thinks it’s the end all be all explanations regarding the Studio ZA/UM situation.
Recommending that video always comes with a heavy caveat from me that the person needs to stop around the 40 minute mark since the interviewer shows a very clear bias that’s unbecoming of a journalist.
Regardless, now that more people are finding out about these layoffs, which might take out members of the studio that have been there since the beginning, it could finally help smack some sense into those Twitter users that actually thought, FOR SOME REASON, Rostov, Kurvitz, and Hindpere were lying for shits and giggles rather than seeing what's ACTUALLY going on which is that the investors have a very obvious agenda against the real wronged party. Hopefully this'll also open their eyes to how the People Make Games video fed into this twisted narrative that Kurvitz was somehow at fault/responsible for the theft of his own IP, but that might be asking too much from their concrete brains. Here's hoping though!
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asaraviapt · 9 months
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[EN] Video Game Writing Resources!
Hello! My name is Andrea--I have been writing for games since 2018, and even worked as a writer at Firaxis Games from 2022 until April of 2023. So, I knew a few things about narrative design--but what the fuck is it? Recently, I gave a talk about the fundamentals and history of the field of narrative design. In Spanish. So, let's talk about it in English--the "what," "why," "how," "when," and "who," of narrative design! What is narrative design? Narrative design is not just writing--it's a huge part of it, but designing a narrative system involves implementing narrative content into the build of the game. So there is a technical learning curve to it. Personally, I watched and obtained certifications in Unreal Engine 5 and Unity in order to be aware of the limitations of each engine. I used the free trial of LinkedIn Learning, but courses about this engine are available in these websites: - https://platzi.com/ - https://www.arkde.com/ - https://www.domestika.org/?query=unity - https://www.coursera.org/ Why do we need narrative design? In order to create an interactive story that the player feels a part of, narrative designers are mandatory. It's not a responsibility that can be placed on other designers (then we would be entering crunch territory) rather someone who specifically specializes in both creative writing and game design is needed to explain within the context of the game's story why the mechanics work in a certain way. Imagine if a Telltale game did not have dialogue, for example--what would we be left with? Or if The Last Of Us did not convey a narrative through its environments.
Narrative designers are needed so that all of the departments are in sync and understand the story that they are trying to tell. For example, if a game takes place in a haunted house that was abandoned, we need all hands on deck. The narrative designer can explain to the environment artists why there are so many holes in the living room--perhaps the last tenants of the house were a rowdy bunch. Or, they can tell the sound designers which planks of wood are the most rotten and need a loud sound effect to highlight how it has been abandoned. How do I become a narrative designer? There is no one way to become a narrative designer. Some people start in QA and transition into the field, I have also witnessed engineers and doctors wanting to get into narrative design. I do recommend having the following (at least): - A passion for storytelling. - Deep understanding of the mechanics of the game and the player experience. - Communication skills are incredibly important--can you describe your story in a concise way to your peers in a Confluence page?
Documentation skills are also a massive plus.
Very basic understanding of game engines and limitations. You don't have to be a computer science major, but know what your requests will entail. If you have an idea of a cutscene, can the engine handle it? Will the animators have enough time? Is it within scope?
If you can, attend game jams! They are an amazing way to network with amazing people and get a feel of what the game production pipeline is like.
Additionally, I highly recommend the following resources: First, the free resources! ~It's free real estate~
Look up Twinery tutorials. (https://twinery.org/) Not only is it free, but you can use it on your browser. More importantly, you will learn about branching narratives and can create your own games within a few minutes--the interface, though it requires a bit of coding, is incredibly easy to use and there are a lot of tutorials available online.
Download Ren'Py (https://www.renpy.org/) and watch tutorials. It's free, and there is a huge community of visual novel developers who may need help with narrative designers, writers, editors and even translators. An amazing resource that a colleague shared was this Discord with visual novel developers--if you have an idea, feel free to connect with artists and voice actors here! https://discord.gg/nW5yn4FE
Network, network, network! Follow narrative design and game writer groups on Discord, Facebook and even LinkedIn. -- An amazing convention that is online, free and accessible regarding narrative design is LudoNarraCon.
If you go to itch.io you will see a list of game jams that you can attend to for free! Some game jams that I have attended and had a positive experience are the following: - Woman Game Jam. I encourage folks from marginalized genders to attend this game jam, as we have a large pool of mentors willing to help in every single discipline at any time due to the global nature of it. It is a safe and inclusive space for women and nonbinary folx who want to get into the gaming industry! - Global Game Jam. Self explanatory, it has some in-person opportunities but you can also attend remotely. - Greenlight Jam. Do you have an idea that can not be done in only 48 hours? The Greenlight Jam is amazing, as it lasts four weeks--which allows narrative designers to develop complex narrative systems and even record voice lines for a more complex project. Side Note: Even though most game jams have a time limit, I do encourage narrative designers to develop and polish the prototypes and levels created during game jams to have portfolios and writing samples that stand out!
Work With Indies is a job site that publishes job opportunities--including ones in writing and narrative design. Additionally, their Discord has some networking events with writers so you can connect with them.
Other websites that not only publish jobs but include networking events are Hitmarker.net (this is their Discord), IndieGameAcademy (link to Discord),
Newsletters! A lot of experienced game writers have newsletters dedicated to the craft, to name a few that I highly recommend: -- Greg Buchanan's newsletter. Rounds up game writing news every Tuesday, and includes job opportunities. -- Bright Whitney's newsletter. A studio founder with amazing insights regarding game design and thoughtful narrative, Whitney's threads are extremely insightful. -- Susan O'Connor's blog on The Narrative Department. In addition to providing free knowledge regarding world building, narrative design, game writing and other specifics of the craft Susan interviews industry professionals and alumni who offer testimonials that have amazing advice. -- GDC talks about narrative design. Though I recommend the GDC vault as well in the next section, I highly recommend the GDC talks regarding not only narrative design but the development of your favorite titles!
Now, for resources that may not be free--but I highly recommend, as someone who used them first hand. - The Narrative Department. This post is not sponsored by them at all, however it is rare to find an instructor as kind and hard-working as Susan O'Connor who has been a narrative designer in historic AAA, AA and independent titles. Known for her contributions in Tomb Raider, Batman: The Enemy Within, and BioShock to name a few (imdb is: https://www.imdb.com/name/nm1897248/) her Game Writing Masterclass offers a certification in everything related to game writing. A few subjects she touches on are: -- Characters and how to make them compelling. -- Barks and ambience writing. -- Dialogue, backstories and scripts. -- How to work with other departments. And more! Additionally, you would obtain access to a huge alumni network full of game writing professionals working in independent, AA and AAA studios! Not to mention that all of the assignments completed in the class will look amazing in a portfolio as game writing samples. - GDC Vault. Though I have an opinion on the price tag of GDC tickets and the vault, I would definitely include it as it has resources from several studios, writers, narrative designers and more! When was narrative design formed? When can I become a narrative designer?
That's a wonderful question. Narrative design, as a term, was first used around the 90s but became more established between the 2000s and 2010s. So, although the field is relatively new, and there are not a lot educational resources available, consider yourself part of an innovative field that is exponentially growing! Recently, a game developer asked when was the best time to keep an eye out for job openings. And a harsh truth about the gaming industry is that it is extremely volatile--layoffs, downsizings and startups rise and fall. This is not meant to deter anyone from pursuing a career in narrative design, but rather I am including it for the sake of transparency. We cannot predict when a studio is going to layoff their employees, or when they cancel unannounced projects. Unlike most industries where we know for a fact that recruiters keep a sharp eye for candidates in Q1 and Q3, a piece of advice I received from a mentor of mine was to try to predict when projects are going to need more stories. There's the release of a game, and then there is the addition of additional narrative content--and for this, they will more than likely need associate/entry/junior level narrative designers, writers and quest designers. But--this is related to searching for a job as a narrative designer, and I can write a novel about that (and will edit this article to redirect folx into it.) So, keep an eye out for huge game announcements. Then, cater your resume to what the studio is looking for in a narrative designer. Now, to finish off this article: Who is a narrative designer? If you have a passion for storytelling and games, and have participated in game jams, congratulations you are a wonderful narrative designer! Make sure you always include that you are a narrative designer, and not an aspiring narrative designer--it makes you stand out amongst applicants. That's all I have for now--feel free to interact, comment and share! Let me know if I missed something and I will be sure to add it.
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jahiera · 9 months
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Please,,,, please more rambles about astarion and him healing and his slowly changing relationship with (-tav-) Sex and intimacy and choice and-
LISTEN BUDDY...
Okay gonna talk about the Grave Scene. this scene truly lives in my head rent free. I've been rewatching it a few times and every way it plays out is so touching. Especially the way he.. hmm... expresses himself here? There's such earnestness to him that frankly is unimaginable to the person we met in act 1. He really went from being both so sly & yet obviously lying ("[you trusted me...] an objectively stupid thing to do.") to someone who admits and lists the way Tav makes him... feel.... SAFE? and held? and I understand why it's not something a lot of people focus on but I actually am so heart-touched by how complex and intricate his journey to reclaiming sex and desire is at the end of this conversation. None of it is gratuitous. None of it is for show. The blending of the nonsexual intimacy, and openness (the grabbing of the hands, the showing of the grave, the raw admittance of so much vulnerable material he gives to Tav; all things he would never have even CONCEIVED of offering up in even act 2.)
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("I've been dead in the ground for long enough. It's time to try living again." ... "With everything that life has to offer.")
It's an extremely nuanced and thoughtful approach to an SA survivor rediscovering & reclaiming what they want to make of their desires, their sexuality, in the aftermath of what was done to their bodies without their consent. It's so thoughtful & beautiful imo. Finally here at his grave, he tells Tav that they're someone he feels safe & accepted with, & he can experience intimacy on both sides with someone who has put forth the effort, the time, the willingness to learn and wait and watch and care for his own desires in a manner no one else EVER has.
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("I feel safe with you. Seen. And whatever the future holds for me, I don't want to lose that.")
It REALLY... gets me in the heart here. It doesn't avoid the difficulties of sexuality in the aftermath of abuse, and it ultimately shows one individual's journey toward reclamation and reconciliation with autonomy on their own terms. That's so vital here, that he reaches out, chooses to make the step forward, HIS choice. There's no lingering gratuitously on the trauma, if that makes sense? the descriptions and vulnerability are raw; Tav is grounding person here, Tav gives him room to speak. The true balance of intimacy in verbalizing his feelings, intimacy in being close physically with Tav, intimacy in discerning for himself what he desires, intimacy in accepting touch, contact, affection, togetherness. It's all so... [BITES INTO FIST SCREAMING]. And the ending. Where he and Tav get to set off on another adventure. Get to explore who they are truly now, with each other, without any higher powers looming over and putting a yoke around their necks. I'm personally partial to the "finding a way for you to be in the sun," ending myself but all of them are just ... so delightful. He really SHINES in a way that exceeded my expectations so completely in act 3. he went from totally closed off and locked away and unaware of how to navigate his own personal relationships, no idea what a "relationship," even was, no idea how to express boundary or unravel his complicated ideas and feelings around his body, what it was forced to do for Cazador, to:
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("For nearly two centuries I stalked the streets like a ghost while the person I was lay here, dead and buried. Now I need to figure out who I am. What I want.")
also laying a flower on his grave and all he says is "cute." but there's such a minor moment of tenderness there. I weep I wept I will weep.
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spitblaze · 4 months
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You ever see something that is meant to be like...an overgeneralized statement for the sake of entertainment or comedy and not at all serious but it's about YOUR special interest and you are just sitting there trying not to explode with an entire explanation of why it's such an overgeneralized statement and the depth of the topic
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wizard0rb · 4 months
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say what you will about metal gear women but the single solitary time i have ever seen two butch women in a canon relationship in any work of fiction ever was peacewalker
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year2000electronics · 5 months
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wait hold on i just realized coomer does log his transmission as 2040, huh. is that gonna be in “real time” in the streams universe? is gordon gonna be 47 years old???
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soldier-poet-king · 9 months
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Hm like. The fact that the core companions in bg3, all of their arcs are about leaving a severely unbalanced and/or outright abusive relationship dynamic. They're all learning to be people again. How to be autonomous. Who they are beyond the person who controlled or manipulated them or set them on a very deterministic path.
And it's so interesting the variety we get? A goddess lover, a lich queen, a warlock patron, a goddess 'saviour', a vampire master, an archdevil.
Larian really wrote 6 fully fleshed out completely different companions and also said, actually everyone gets a recovery arc, everyone gets to learn freedom in their own way, the mechanism of learning to inhabit and be oneself ironically comes from being possessed by a mind flayer tadpole.
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midautumngame · 7 months
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Only 2 reviews away until we hit the 10 review threshold on Steam!
Please consider leaving a review for Midautumn on Steam!
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robynahaley · 1 year
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Ever hugged a 4-armed otter? Neither have we, but we try every time we play Mythic Ocean. In this narrative adventure game the destiny of the universe is in your hands. Maybe even all 4 of them. Swim around an ocean before time and speak to the gods. Your influence determines what kind of universe will be created with hundreds on different possible endings. For those optimizers and optimists out there, Mythic Ocean is great for grabbing achievements and there is no "one true ending", so you can get your trophies and enjoy any outcome. It's available now on... Steam Nintendo Switch PS4 XBOX
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stiwfssr · 1 year
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textosludicos · 1 year
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The Wandering — A game where you can use any character's dialogues to escape a labyrinth
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The Wandering is a narrative-driven single-player first-person experience set in a labyrinth with no exit in sight. Trapped with five other people, you can use ANY dialogue you want from ANY conversation you like to answer the game's questions and escape!
This game was released on September 13th 2021 as a Game Design Degree thesis project.
Talk to 5 different characters, each one with their own unique story.
Get lost in a labyrinth trying to discover what all of it means!
Explore different points of view regarding life, friends, love, time and death.
Approximately 2-3 hours in length.
Save system.
Currently available only in English. Spanish translation may come later down the line.
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youtube
Free download on itch.io
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