Mechanics: Event/Activity Pools
A bit of a different topic, this goes closer into how interactive narratives… or actually branching games in general… can be constructed.
A bit of a different topic, this goes closer into how interactive narratives… or actually branching games in general… can be constructed.
So, let’s talk about names. And let’s start with character names! I’ll get to other sorts of names later on and try to explain why they are very different from the names characters have.
Names are a complicated thing. They’re the sort of thing we get from our parents (most often) that we end up stuck with for the rest of our lives (usually). And that’s something that rarely is reflected in writing to any realistic capacity.
In a previous article, I mentioned that a story needs stakes. I’m going elaborate on that a little bit. Because it’s nowhere near as simple as you might think. And yes I will be ranting about the concept of saving the world, how perceptive of you.
I guess the time has come, let’s talk about writing sex scenes.
Just keep in mind that this is are my own opinions about things because ho boy I am going to be trashing a lot of stuff.
I will have you know I identify as a demi-victory, good sir. Now have at you!
I mean…
Let’s just think for a moment about how we generally see end states in video games (this has less to do with typical narratives, but mostly applies as well).
I was going to write an article about non-binary end states for narrative plotlines but while writing it I realise I need to first establish what the fuck an agent is and how it relates to a character.