~/talk

Writing & Narrative Design: A Relationship

Talkat Konsoll 2018 · 2018-11-01..11-02· [game-development, ux-and-product-design]
links:none on file
slides:none on file

Explains how Telltale split responsibilities so writing owns characters and narrative beats while narrative design owns player-facing choices, branching and mechanics, and how they stubbed scenes in a proprietary dialogue tool with blue/ yellow nodes and a feeder line to tee up choices. Gives concrete examples (a DDR‑style crafting minigame concept, the eversource chicken scene from Minecraft Story Mode episode 5) and operational lessons: share the story credit, watch for 0.5% silent‑choice pick rates, use display‑text, and avoid writing‑ or design‑domination. Practical, tactical, and results‑focused.

AI-written summary · about

  1. 0:00Start
  2. 8:42start with pre-production
  3. 27:34keep the player in the driver's seat
  4. 31:55giving the player a diverse range of dialogue choices
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.