
Dialogue and Player Choice
July 31st, 2019 by Bruno DiasThere’s a lot to say about writing compelling dialogue in an interactive format, but for this month’s column I want to drill down to the question of player intentionality as it relates to dialogue. Intentionality, of course, is the player’s ability to not only have goals within the fiction of the game, but to knowingly […]
[More]Failing Forward
April 1st, 2019 by Bruno DiasSekiro: Shadows Die Twice is out at last and so I’m thinking again about the perennial theme of FromSoftware’s loosely-connected Souls series: Failure. Failure is part of life, and it’s an ingrained feature of storytelling. Writing-101-type story structures often incorporate some aspect of failure: heroes make mistakes or are set back by their inability to […]
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Room Descriptions, Place, and Interiority
February 6th, 2019 by Bruno DiasOne of the things I always found enjoyable about writing parser fiction was writing room descriptions. It’s a very specific craft, and one that’s pretty unique to interactive fiction and game writing. In most fiction, it’s relatively rare that you can indulge in this kind of descriptive detail at length; parser games, on the other […]
[More]Making Interactive Fiction: Anthologies
December 11th, 2018 by Bruno DiasWhere the Water Tastes Like Wine, one of my favorite things I’ve worked on, came out this year. And The Silence Under Your Bed, one of my favorite things I’ve played, came out a few weeks earlier. And Cragne Manor came out this week, and has been calling to me. All of these are anthology […]
[More]Making Interactive Fiction: Interiority
November 13th, 2018 by Bruno DiasOne of the things that sets prose fiction apart from other media is its ability to piece apart the thoughts and feelings of a character in a direct, unmediated way. In prose, it’s very natural to simply peer into a character’s inner thoughts. But that’s not the only option, and in interactive writing, there are […]
[More]Making Interactive Fiction: The Branch and the Merge
October 11th, 2018 by Bruno DiasBranching stories run naturally into the problem of combinatorial explosion. If you keep writing different variants for each choice the player could make, eventually you end up with too many branches to write or manage. Sam Kabo Ashwell calls this structure the “time cave,” and while it has been used in the past, the amount […]
[More]Making Interactive Fiction: Adapting from Other Genres
September 11th, 2018 by Bruno DiasThe best kind of interactivity in a story is interactivity that resonates with its themes and characters. One useful approach to thinking about design issues is to adapt models from other genres. Even if the result doesn’t much resemble the starting point, it’s productive to have a guide to direct where you’re going. Emily Short’s […]
[More]Making Interactive Fiction: Scenes
August 21st, 2018 by Bruno DiasWhether we outline first, or just start writing, any prose story longer than a short vignette will break down into distinct scenes. In interactive narrative, this works a little differently: IF and games sometimes make it hard to cut from one story beat to another; stories aren’t necessarily one continuous line of events where we […]
[More]Making Interactive Fiction: Narrative Design for Writers (Part 2)
July 10th, 2018 by Bruno DiasThis is part two of a two-part series about narrative design aimed at traditional-media writers and IF authors. In part one, I walked through a series of questions that help clarify a narrative design. Now, I’m going to talk about how one puts all of this together. The output of narrative design as a process […]
[More]Making Interactive Fiction: Narrative Design for Writers (part 1)
June 12th, 2018 by Bruno DiasThis is part one of a two-part series about narrative design aimed at traditional-media writers and IF authors. First things first: What is narrative design? The real answer is that the role of “narrative designer” is relatively new in the games industry and has something of a fluid or even vague meaning. Different teams will […]
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Making Interactive Fiction: Using Generative Prose
May 8th, 2018 by Bruno DiasGenerative prose is the technique of dynamically generating text from smaller chunks of writing. This can look like the adaptive, variable prose functionality in Inform; like using Twinecery to add procedural text to a Twine story; or like Ink’s text-variation capabilities. Given a deep enough body of text to pull from, generative systems can spit […]
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Making Interactive Fiction: Going beyond “test your stuff.”
April 10th, 2018 by Bruno DiasThe most-often given advice to new IF writers, and writers in general, is “get feedback.” Okay, so you’ve taken your story from a concept to a draft. You’re ready to show it to folks; maybe you’re even pretty proud of what you’ve put together. You take it to beta readers… and then they give you […]
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Making Interactive Fiction: Branching Choices
March 13th, 2018 by Bruno DiasFrom Twine to visual novels to AAA RPGs, branching choices are the basic building block of many interactive narratives. This month, I wanted to zoom in and talk about writing choices themselves, about handling branching points. It’s easy to fall into the trap of viewing choice as a tool for player expression. That relates to […]
[More]Making Interactive Fiction: Scope
February 13th, 2018 by Bruno DiasHi. Welcome to the first of these. Sub-Q magazine has made the frightful editorial decision to give me a monthly column. This posed a problem. The mandate for writing this column – 600 words about any subject I like, related to IF – is too broad. I had to pare it down, come up with […]
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Behind the Scenes: Prospero
September 17th, 2015 by Bruno Dias“Prospero”, which sub-Q published earlier this week, was written using a relatively new tool called Raconteur. Raconteur is a library of tools that wraps and extends Undum, an engine for writing choice-based and cybertext interactive fiction using plain JavaScript. Raconteur supplies a toolchain and CoffeeScript-targeted API for Undum, which is meant to hugely accelerate the process […]
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