
What The Red Strings Club can tell us about writing good exposition
Games are often bad at exposition, but a little indie title contains the key to doing it well – by mixing cocktails
What The Red Strings Club can tell us about writing good exposition
Games are often bad at exposition, but a little indie title contains the key to doing it well – by mixing cocktails
Unstitching the Banner Saga
The Banner Saga is one of the richest examples of interactive fiction. Here’s what we can learn from it
Narrative Showdown: Hades vs Pyre
We pit Supergiant Games’ mythological dungeon crawl Hades against its older fantasy sport story, Pyre
Choosing choices: a handy glossary of common terms
This month, Antony provides a handy guide to different kinds of player choices
Intensity and pacing in The Last Of Us: Left Behind
How does The Last of Us’ standalone prequel Left Behind use rising action in its storytelling? Antony explains all
Talking to computers, for game writers
Most potential video game writers lack the building blocks of interactive storytelling. Let’s change that
Firewatch’s Henry and tutorialising narrative
How Firewatch’s immaculate intro teaches the player to think and behave like a very particular character
Why don’t we read video game scripts?
Tony Jeffree explores the fascinating realm of game design documents
Of mice and Witchers: structuring quests
What can we learn by breaking down the interactivity of The Witcher 3’s best side quest? Quite a lot, as it turns out