
Stop when you’ve had enough
Antony examines the rare few games which dare to let players decide when they end
Stop when you’ve had enough
Antony examines the rare few games which dare to let players decide when they end
How Ragnarök grows beyond God of War
Contrasting the storytelling chops of Kratos’ two recent outings to see what makes them tick
Tropes vs fiction in video games
Tropes are bad, right? Wrong! Antony illuminates how tropes can be used intelligently in good storytelling
The curious mind of the Stray
As a character, and especially as a protagonist, Stray’s cat is a weird and thought-provoking case, well worth a deeper look
Telling Röki’s modern fairy tale
Röki writer/narrative designer Danny Salfield Wadeson reveals a ‘big picture’ approach we ought to emulate in our own storytelling
The narrative design of The Beatles
In order to better think about narrative-led games, let's first take a look at some very well-known songs
How to create dramatic video game characters
Ever felt your game’s character was flat? Get inspired by Antony’s method for generating depth
Telling stories and communicating vision within a creative team
Video game storyteller Anthony de Fault dives into inspiring teams and promoting cohesion - through story time
How game writers manage your mind
A writer's guide to managing plot points and anticipating where players' heads are at to avoid confusion.
Examining Ghost of Tsushima's DLC masterclass
Antony discovers that Sucker Punch’s biggest hit saves the best for last with its Iki Island expansion
Groundhog Play: analysing the stories in time-loop games
Why have time-loop games like Deathloop captured devs’ imaginations, and what challenges and opportunities do they present? Antony takes a closer look
Breaking the Lore
Award-winning writer Casey Lucas-Quaid explains how concentrated hits of lore can elevate an entire game