I’ve been exceedingly busy for a long while now, but I haven’t been able to talk about most of the work I’ve been doing.
In 2019, that changes. Here’s what I’ve got coming:
Continue readingI’ve been exceedingly busy for a long while now, but I haven’t been able to talk about most of the work I’ve been doing.
In 2019, that changes. Here’s what I’ve got coming:
Continue readingHere’s where it gets complicated. Or… well, more so.
This post is a companion to Writing Romance in (non-Romance Games): Linear Romances. You’ll find a number of assumptions about our overall topic outlined there; they still hold true, and I encourage folks to start with that post before jumping into this one. Here, we’ll cover three overall subjects: branching romance fundamentals, linear techniques in branching games (where we’ll revisit some of the approaches discussed in the previous post), and “casting” a variety of romantic interests in a branching game. Continue reading
Ah, romance.
Compelling romance subplots are tough to write at the best of times. Consider their place in linear media–how many otherwise strong films or novels suffer from an unconvincing, uncompelling, or tacked-on romantic element? Add in the complexities of interactive narrative and of course things often go badly.
But that’s no reason to eschew romantic storylines altogether. No one needs convincing that there’s a rich vein of material to be mined here. So what should we think about as game writers when we introduce romantic elements into our projects? What are the pitfalls to avoid and the game-specific challenges that need to be overcome? Continue reading