How do you deliver narrative to a player in a content-rich, nonlinear game?
This is neither a purely mechanical question (“non-player characters scattered through the open world will offer quests, highlighted by giant floating question marks over their heads”) nor a purely story-driven one (“the player is a one-man army, so he’s always getting orders and advice from military commanders”). It’s a question that needs consideration from the very beginning, and ties into everything from the most basic game mechanics to your choice of intellectual property.
Let’s talk about one particular way of thinking about this problem. Let’s talk about story engines. Continue reading