Wojtek Borowicz·Mar 10, 2025Narramblings #9: RPG adventures with story stackAdapting a narrative design framework to the needs of TTRPGs
InNarramblingsbyWojtek Borowicz·Dec 23, 2024Narramblings #8: Vive la révolution!Oppression, resistance, and revolution in game stories.
Wojtek Borowicz·Dec 11, 2024Don’t call it AI artArt is fundamentally human.A response icon1A response icon1
InNarramblingsbyWojtek Borowicz·Sep 6, 2024Narramblings #7: No place to hideWhat does stealth mean for player agency?
InNarramblingsbyWojtek Borowicz·May 7, 2024Narramblings #6: Careful, (anti)fragile!How bite-sized stories create powerful narratives
InNarramblingsbyWojtek Borowicz·Jan 18, 2024Narramblings #5: Food for thoughtTaking food in games beyond health regen. Bon appétit!
InNarramblingsbyWojtek Borowicz·Oct 21, 2023Narramblings #4: Time’s up!How Disco Elysium and Pentiment use the flow of time as a narrative mechanism?
InNarramblingsbyWojtek Borowicz·Jul 21, 2023Narramblings #3: What’s the urgency?Turns out the time limit in an open world was a narrative jackpot.
InNarramblingsbyWojtek Borowicz·Mar 20, 2023Narramblings #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.
InNarramblingsbyWojtek Borowicz·Jan 11, 2023Narramblings #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.