Narrative Design


A part of the narrative options used in the Inn.

I am interested in Narrative design and how it can be used with in games to build a believable world. Narrative design and Worldbuilding go hand in hand, and it is important to consider both when developing the overarching story of the game.

The most enjoyable projects I worked on have involved me being the advocate for the story being developed. Two examples of this include the two potential Games in my portfolio The Mystery of Ble, and The Anarchy as well as my current project Red Chandelier.

It is important to consider the when, and where your game will be set, when starting the Narrative process. To make the world believable using the correct style of language is important. I have considered this in my current project Red Chandelier and am ensuring that the conversations and language used reflect the fact that the game is set in the 1920s.

Another area I find is important is giving the player a feeling that it is up to them how things progress. I want players to feel their choices matter. The first time I explored this was in a solo project for my first year, I made a branching story where the player actions gave you points based on their moral choices. At the end of the game, you would be rated based on your final score. A plus score meant you achieved the good ending, a minus score meant you got the bad ending, and a score of zero meant you got the neutral ending. Download it below.

I continued to explore this in my Anarchy game idea. Where a player can switch sides whenever thus driving their story in a different direction. However, I also wanted there to be consequences for their actions. So, throughout the narrative of the game depending on how you as a player had acted there would have been differences in the conversations you could have had with the NPCs depending on your standing with them. Switch sides too much and find out that no one trusts you anymore, stay loyal to one side the entire game and find that you are considered honourable even by enemies as you are honest.