~/talk

Avoiding the Pitfalls of Interactive Narrative.

Talkat Develop:Brighton 2021 · 2021-10-26..10-28· [design-collaboration]
links:none on file
slides:none on file

Explains the concrete claim that big narrative choices get ignored when their implied consequences are out of scope, and shows the production tools that matter: planning, scoping, Gantt-style schedules and the arithmetic of branching versus replayability. Uses Mass Effect 3 (rachni, council, collector tech) to show large promises that don’t pay off, and RuneScape’s Sixth Age and haziling to show how choices are merged back into a single story. Argues for branching vs interactive structure tradeoffs, what was built and where it actually works.

AI-written summary · about

  1. 0:00Interactive narrative pitfalls
  2. 3:22Games ignoring player choices
  3. 10:19Project management pitfalls
  4. 17:35Mathematics of branching choices
  5. 25:38Interactive structure vs branching
  6. 31:15Hazeling’s law and character death
  7. 33:42RuneScape’s Sixth Age experience
  8. 39:15MMOs and narrative choices
  9. 41:41Interactive narrative design tips
  10. 42:02Q&A
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