Exploring the Unique Appeal and Creative Possibilities of Text Adventures
Text adventures are weird. They are so weird I don’t know how to write this article, so prepare to read something even more rambly than usual. Normally, when this happens, I decide not to publish the…
Read the full articleYou might also wanna read
Why human-written video game text logs beat AI-generated slop every time
Why Marathon is actually quite unrealistic and why your bad sentence structures and misspelled words are beautiful.
How game writers craft stories in non-narrative-focused video games
Senior editor Bryant Francis sits down with Harrison Pink and Emma Kidwell for a conversation about the craft of crafting stories in 'non-na

Walking Further Into Middle‑earth: A New Adventure
What comes next for Visions of Middle‑earth: A new series and a new offering

The fleeting magic of playing Deltarune before it's finished
By the time Deltarune is finished, its best version will already be gone
Rethinking Player Agency: Why Branching Dialogue Isn't the Only Path to Meaningful Choices in Games
Not really a response to a Narrascope talk so much as the talk is an alarm letting me know it's time to have this conversation again.
Moving Beyond "Fun": Celia Hodent's Engageability Framework for Game Design
Stop arguing over what makes a game "fun." Celia Hodent introduces her engageability framework to help your team measure motivation, emotion

Comments
Sign in to join the conversation.
No comments yet. Be the first.