Narrative Control:
A pair of articles giving an overview of the topic of narrative control in video games. A lot of what I write comes back around to the subject of narrative control in one way or another. So giving these a read might be a good starting point if you are interested in my writing at all.
Choice:
Here I tackle the problem of choice (that is to say picking one option out of a limited pool) in the context of narrative games. It’s a more specific aspect of narrative control. The articles discuss considerations behind decision making from a player perspective and how evaluating choices is not always as straightforward as we’d like them to be.
- Part I
- Part II – Imaginary Friends
- Part III – Bad Decisions
- Part IV – The Player Problem
- Part V – Their Turn to Choose
- Part VI – The Rule Of Three
- Part VII – Of Dichotomies
Memory:
Memory is another specific topic related to narrative control, these articles contain my thoughts about the subject. I divide my focus between what can be achieved with memory and some practical considerations from a programming perspective.
Resolving Conflicts:
Conflicts are a driving force behind narration, here I give my own perspective on the topic in light of the previous two issues – choices and memory. I often come back to the subject of agent-driven narratives and various tropes associated with conflict.
- Part I – Dramatis Personae
- Part I and a Half – Agent Who?
- Part II – Non-binary End States
- Part II and a Half – Stakes in Clarified Butter
- Part II and another Half – When You’re Evil And You Know It
- Part III – How Conflict Creates Strength
- Part IV – The Price Of Failure
- Interlude – You Died
- Interlude – Life +1
- Interlude – The Prisoner’s Dilemma
- Interlude – Weakness
- Interlude – Verbal Combat
Relationships:
My take on including relationships in video games. Starting from a breakdown of what I find to be the general issues plaguing many existing games, to a set or proposition that can be used to improve on the concept. It contains some practical musings on how I implement some of these concepts in my own game as well.
- Part I – The Issue
- Part II – Reciprocation
- Extra – Puffy’s Restricted Urn Model
- Part III – On The Origin of Relationships
- Interlude – Bad Tropes
- Part IV – Getting Flirty
Probability:
This is a straight-up discussion of the subject of probability and randomness in game design. The scope is related to video games but tends to move in slightly broader circles. Chance is a topic that often underappreciated by game designers, despite their incessant usage of random number generators.
- Part I
- Part II – The Dice, a Tool
- Part III – The Peasant, a Tool
- Part IV – You Failed To Read The Article
- Interlude – Meanwhile on the Potato Farm
Worldbuilding:
Despite suffering due to being trapped in a very badly designed world on a daily basis, we often do not do well with making new ones. This series discusses the topic of worldbuilding.
You Are Naming Things Wrong:
A companion to the above topic, a short series of articles focusing on one of my pet peeves with worldbuilding – naming conventions!
Primers:
A bunch of quick explanations for various metaphysical and philosophical concepts that pop up often as inspirations in various games.
Puzzles:
This series takes on the issue of puzzle design from a more formal angle. The articles presented below might challenge your way of thinking about puzzles or at the very least be very confusing. Yet I find myself drawn to this topic because, despite the prevalence of puzzles in video games, the quality of their implementation often fails to impress.
- Part I
- Extra – Combinatorics 101
- Part II – A Study of Soggy Zebras
- Part III – Dissecting Soggy Zebras
- Part IV – Putting Zebras Behind Bars
- Part V – The Cat’s Mew
- Extra – Propositional Logic 101
- Part VI – Dreaming of Electric Giraffes
Game Design:
A hodgepodge collection of other topics dealing with game design that I couldn’t fit anywhere else. There is a lot here, and the articles are mostly stand-alone. If you dig in you might find something that holds your interest, I think.
- Event/Activity Pools
- Conversation Systems – Part I
- Conversation Systems – Part II – Building Blocks
- The AI Problem – Part I
- The AI Problem – Part II – Learning Pains
- The AI Problem – Part III – Turing Certified
- Questing – Part I – Inception
- Questing – Part II – Execution
- Grammars – Part I
- Sexing the PC
- Conversing About Conversations – Part I
- Conversing About Conversations – Part II – Expression
- Conversing About Conversations – Part III – Dialogue and Narration
- Tactical Combat – Part I – Attrition
- Tactical Combat – Part II – Progression
- Tactical Combat – Extra – The Mistakes You Shouldn’t Make
- Systemic Games And Balance
- Modality
- Random Encounters
- Generating NPC Conversations – Side A – OL
- Generating NPC Conversations – Side B – RL
- So You Want To Make A Game? – Part I
- Semantic Programming
- Narrative Language For Mechanics
- Mechanics – Extra – A Ritual Example
- Mechanics – Part I – Some Games Are Like LEGO
- Mechanics – Part II – Some Games Are Like Math Homework
- Mechanics – Part III – Systemic Mechanics
- Examining Maps
- Anticipating The Player With Q-Learning
- CSP – Part I – Wave Function Collapsn’t
- CSP – Part II – Universal Solver, Good For Nothing
- Diegesis And Mimesis In Video Games
- Artificial Agents
- Artificial Agents – Addendum
Fundamentals:
A series of articles that aim to explain the fundamentals of my own game. It is a dry and somewhat tricky topic, but it may show you a few different ways of doing things you always took for granted. Warning: math ahead.
- Part 0 – The Information Game
- Extra – Set Theory 101
- Extra – Set Logic
- Extra – Getting Ontological
- Part I – Self-assembling Stories
- Interlude – But Why?
- Extra – Finite-State Automata
- Extra – Memory Model
- Extra – Oft Asked Questions
This set of articles is a tutorial I originally posted on Itch:
- Engine Tutorial – 01 – Waifu and Dating
- Engine Tutorial – 02 – Playing With Dolls
- Engine Tutorial – 03 – A Simple Animation System
- Engine Tutorial – 04 – Be Done With It
- Engine Tutorial – 05 – Simple Display
And here are some explanations for specific formats or systems:
Sex:
Yay sex! The below collection of eclectic articles contains my thoughts on sex, generally in the context of fiction (which includes game design), though it often circles back to reality. BDSM is the recurring theme here, relating to my game’s many influences from this corner of the kink garden.
- On the Topic of B&D, D&S, S&M…
- Pain Isn’t Pleasure
- Eso’s Dos and Don’ts of Erotic Writing
- Your Dom Is an Asshole
- Your Sub Is a Dead Fish
- What Does Anal Feel Like?
- What Does Getting Whipped Feel Like?
- What Does A Buttplug Feel Like?
- What Does A Collar Feel Like?
- What Does A Breast Feel Like?
- What Does Being Bound Feel Like?
- Off-menu Subs
- Off-menu Subs – The Second Serving
- Off-menu Subs – Flavour Mixing
- How To Train Your Dragon Girl
- Entering Subspace
- Entering Domspace
- The Human Mating Dance
- BDSM Without The Sex – Part I – The Ropes
- BDSM Without The Sex – Part II – Dressing Up
- BDSM Without The Sex – Part III – Discipline
- Lesbian Sex Without The Male Gaze
- You Should Get a Dildo, Not a Penis
- Sex, Culture and Fiction
Other articles:
Every other article I have written, most of these can be divided up into rants and writing advice, including the everpresent rant on writing advice. As a somewhat chaotic collection of different ideas and topics, this is best pursued by picking a link at random and checking the actual subject. These articles are mostly self-contained, but a few sprouted out into short series.
- Where I Come From – Part I
- Where I Come From – Interlude – Why I Don’t Play Porn Games
- Where I Come From – Interlude – Why Would I Make a Porn Game?
- Herding Hoomins
- Co-op Conversation Crafting!
- The Character is NOT the Player
- In the beginning… it was hard
- Outlining Outlines
- The Midi-chlorian Rule
- Show And Tell
- Subverting Conflict
- Why Do You Narrate, Oh Narrator?
- Burning Your Bread – Or How To Successfully Pick A Fight With Yourself
- Chekhov’s Gun Is Jammed
- Chemistry Of The Human Element
- Fair Use And Pornography
- Exposition Exposed
- Influence, Inspire, Imitate
- Mature Characters For Mature Readers Such As Myself
- Mature Content For Mature Readers Such As Myself
- Fun And Engaging
- RPG vs RPG Element
- The Bandwagon Is Full
- When You’re Crazy And You Know It…
- Originality And Creativity
- Eso’s Modular Writing Workflow
- Writing Between The Lines
- The Colour Of Apples
- Stupid For The Sake Of The Plot
- Autopresentation – Part I – Undressed and Unimpressed
- Autopresentation – Part II – What We Say Vs How We Say It
- Autopresentation – Extra – Mitsuru Kirijo
- Are You Not Surprised?!
- The jRPG Anti-pattern – Part 0.513 Prequel Under Moonlight – The Cargo Cult
- Your Script Isn’t Even Wrong
- Pandering To Representation
- The Human Condition – Part I – Bloody Lips
- The Human Condition – Part II – I And Myself Next To Me
- You’re Writing Is Perfect
- Perspectives, Information, Qualia
- Interpretation – Part I – You Are Already Dead
- Interpretation – Part II – The Nature of Man
- Alternative Masculinity
- Accepting Femininity
- The Issue With Video Game Writers
- Aesthetic Verisimilitude
- Average Is Not Good Enough
- Games Are Not Movies
- The Magic Circle
- Go Away – Male Version
- Go Away – Female Version
- The Mystery of +1 Swords
- All Good Stories End
- You Will (Not) Make These Pancakes
- Intellectual And Creative Poverty
- Cup Sizes Are A Myth
- The Eye of Argon: A Dissection – Part I – The Structure, Chapter I
- Fake Occult
- Impressions – Soul Hackers 2
- Impressions – Vampire: The Masquerade – Swansong
- Impressions – Book of Hours
- Game Developers Lie To You
- Voices – Part I – Finding The Right Voice
- Voices – Part II – Voices With Dialect
- Voices – Part III – Voices With Accent
- Voices – Part IV – Voices With Tone
- Of Problems And Solutions
- Reviewing chatGPT – Part I
- Reviewing chatGPT – Part II
- The Witcher Might Not Be What You Think It Is
- So, you want to be a video game writer?