Теорія ІЛ
- Writing IF
- A Writer’s Guide to Interactive Fiction
- Ian Livingstone’s Top Tips for Interactive Fiction
- Серія статей Бруно Діаса “Making interactive fiction”:
Ідея та реалізація
- Getting Started
- Idea to Implementation
- Macro to Micro Ideas
- How I Find/Steal/Grind Out My Game Ideas
- 13 Tips For Writing a Good Text Adventure Game
Парсер
Вибір
- Standard Patterns in Choice-Based Games
- Small-Scale Structures in CYOA
- Improving Player Choices
- Choices in the context of context
- A Taxonomy of Choices: Establishing Character
- A Taxonomy of Choices: Axes of Choice
- Meaning and choice, or how to design decisions that feel intimately difficult
- Choices, Consequences and the Ability to Plan
- The Illusion of an Analog World
- Moments of Non-Choice
- Beyond Branching: Quality-Based, Salience-Based, and Waypoint Narrative Structures
- By the Numbers: How to Write a Long Interactive Novel That Doesn’t Suck
- Successful Reflective Choice in Interactive Narrative
- Achieving the Illusion of Agency
- Meaningful Choices in Choice-Based Video Games
- Branching Infinity: Exploring the Many Structures of Interactive Fiction
Карта та місце дії
Драматургія
Структура
- Worldwide Story Structures
- The Three-Act Structure is a Mirage
- Myth of Three-Act Structure
- How Writing Instructors Forgo The Most Vital Fiction Lesson
Сюжет
- Plot, scene by scene
- How to write a good game story
- Small Plotting Trick for Choice-of Work
- Node-Based Scenario Design
- Plot. It’s a Problem.
- Multiple middles
Персонажі
Діалоги
Наратив
- Readerly Experiments in Narrative Form
- Card-deck narratives
- Narrative Logics
- Self-Training in Narrative Design
- Narrative Design Tips I Wish I’d Known
- Storytelling through fragments and situations
- How the player becomes the protagonist
Письменництво
Текст
- The Prose Medium and IF
- Centuries Ago The Dark Lord: when and how to dump
- 3 Secrets to Great Storytelling
- 10 Ways to Start Your Story Better
- The Four Critical Elements That Make Stories Popular
- Navigating the Jungle of Storytelling Advice
- Five Concepts for Becoming a Better Storyteller
- How to remove the frustration of reading in games
- Ten Ways to Inspire Your Description
- Six Common Storytelling Problems in New Manuscripts
Різне
- Novels Versus Interactive Novels
- Brain Tug-of-War: How I Learned to Love Writing Interactive Stories
- Parser as Prototype: why choice-based games are more interesting
- Where Stories End and Games Begin
- Developing Blue Lacuna: 12 Lessons Learned by Aaron Reed
- A Bestiary Of Player Agency
- The Ultimate Choice in RPGs: Gameplay
- What we can learn from indie fiction authors
- The Problem Of Failure
- Mishaps in the preview text of choice-based adventure games
Практика
Геймдизайн
- Plot-shaped Level Design
- Small plotting trick for Choice-of Work
- Player agency in an open world, versus combinatorial explosion
Математика і баланс
- A Bestiary of Functions for Systems Designers
- How To Balance An RPG (Josh Sawyer)
- Balance in Single-Player CRPGs (Josh Sawyer)
Пазли
Сторілети
- Storylets: you want them
- Storylets play together
- Pacing storylet structures
- Beyond Branching: Quality-Based, Salience-Based, and Waypoint Narrative Structures
- High-Agency Narrative Systems
- The problem with branching
- Development Process for Storylet-based Interactive Fiction
- Echo Bazaar Narrative Structures, part one
- Narrative Lego
Огляди та аналіз ігор
- 80 Days: Building the perfect text adventure for mobile
- Skyrim rendered in text - про розробку гри Insignificant Little Vermin
- Ten Great Adventure-Game Puzzles
- Stephen Granade on Live on Mars?
- Here’s why Beacon Pines’ branching structure is brilliant
- Pursuing the “Aha!” moment with deductive reasoning game The Case of the Golden Idol
- How to design for impact and narrative variance with Roadwarden
- Curating meaningful multiplayer narrative choices in Doomsday Paradise
- Rebalancing Bee
Різне
- A Procedurally Generated Wilderness (In Text)
- Power 19 - підхід до проектування ігор
- How I do playtests
- The simulation dream
- The complexity fallacy
- What Does Your Narrative System Need To Do
- Chinese Interactive Story Games – The Unicorn of the Subgenres
- Crossing the Threshold
- The Imitable Process of Ryan Veeder
- Four Awesomely Wise Tips To Make Your Game End Well
- Telling story through gameplay
- Introducing Storycrafting
- Why Adventure Games Suck (Ron Gilbert)
- Moment-based Design
Відео
- Sparkling Dialogue: A Masterclass (Jon Ingold, Inkle)
- Designing Text UX for Effortless Reading (Joseph Humfrey, Inkle)
- What Makes a Good Puzzle?
- Writing ‘Nothing’: Storytelling with Unsaid Words and Unreliable Narrators (Mata Haggis)
- Storytelling Tools to Boost Your Indie Game’s Narrative and Gameplay (Mata Haggis)
- Procedural Generation & Information Games
- 80 Days & Unexpected Stories
- How Save the Cat Can Save Your Game (Amanda Gardner, Deep End Games)
- Feeding the Maw: Managing a Live Narrative Game in Fallen London (Olivia Wood, Failbetter Games)
- Rendering Game Worlds in Text
- Конференція Narrascope-2020
- The Burden of Proof: Narrative Deduction Mechanics for Video Games (Jon Ingold, Inkle)
- All Choice No Consequence: Efficiently Branching Narrative (Cass Phillips, Episode Interactive)
- Narrative Sorcery: Coherent Storytelling in an Open World (Jon Ingold, Inkle)