On Storytelling: Online Games and the Holding Pattern

With the latest Destiny 2 expansion, this seemed like a good time to step back and look at some issues relating to storytelling in online games. When a game is designed around players continually repeating content endlessly, how does that impact the narrative that players are told?

On Storytelling: Meta Gaming

When you play a game, you’re always controlling a character. You know that, but how often does any player really think about that fact? In what ways could a story remind a player of that fact? In this essay I explore how video game narratives can incorporate a player’s interactions in a form of meta-storytelling that can go beyond the constraints of mere plot.

On Storytelling: Conspiracies

Conspiracies are a fairly common tool to come across in stories. They help build a sense of intrigue and drama in otherwise cut and dry narratives. But conspiracies as a tool for writing are subject to a lot of problems that we normally don’t think about. In this essay I explore how conspiracies work as a way to examine good and bad practices for using conspiracies in storytelling.

The Ticking Timebomb

A common way to make a game’s story seem interesting and urgent is by telling the player they have a limited time to complete it – there’s a ticking timebomb that will cause disaster. But often the use of this timebomb in storytelling creates problems for the gameplay that needs to be addressed. This essay will look at the problem of the ticking timebomb through the lens of how it is used in Cyberpunk 2077.