Narramblings #9: RPG adventures with story stackAdapting a narrative design framework to the needs of TTRPGsMar 10Mar 10
Published inNarramblingsNarramblings #8: Vive la révolution!Oppression, resistance, and revolution in game stories.Dec 23, 2024Dec 23, 2024
Published inNarramblingsNarramblings #7: No place to hideWhat does stealth mean for player agency?Sep 6, 2024Sep 6, 2024
Published inNarramblingsNarramblings #6: Careful, (anti)fragile!How bite-sized stories create powerful narrativesMay 7, 2024May 7, 2024
Published inNarramblingsNarramblings #5: Food for thoughtTaking food in games beyond health regen. Bon appétit!Jan 18, 2024Jan 18, 2024
Published inNarramblingsNarramblings #4: Time’s up!How Disco Elysium and Pentiment use the flow of time as a narrative mechanism?Oct 21, 2023Oct 21, 2023
Published inNarramblingsNarramblings #3: What’s the urgency?Turns out the time limit in an open world was a narrative jackpot.Jul 21, 2023Jul 21, 2023
Published inNarramblingsNarramblings #2: levity in the time of cordycepsI never thought ‘games I loved and never want to play again’ was a category. Not until I played The Last of Us Part II.Mar 20, 2023Mar 20, 2023
Published inNarramblingsNarramblings #1: Game (not quite) OverFor obvious reasons, from the narrative perspective it’s hard to make sense of the player character’s death in-game.Jan 11, 2023Jan 11, 2023