An Asset Worth a Thousand Words
summary
Argues that modular narrative lets small teams scale reactive content by stitching small story “lots” together; shows working tools like ink and Yarn Spinner (export JSON) and mentions authoring helpers such as Jacquard and Starfire. Cites Sunless Sea’s shuffled deck of ~30 locations yielding variable contexts, 80 Days: 20→150 locations, 371 story chunks as an example of seamless expansion, and Caves of Qud’s faction-driven systemic narrative to prove the approach produces replayable, maintainable content.
AI-written summary · about
chapters (6)
- 0:00Start
- 3:12Modular design
- 5:19Case study: Sunless Sea
- 7:16Case study: 80 Days
- 9:29Case Study: Caves of Qud
- 14:21Recommended scripting languages
related talks
23mTalking narrative in games
47mStorytelling Beyond Words
59mHow to build (un)believable worlds?
23mThe vitality of visual storytelling in games
58mWriting & Narrative Design: A Relationship
46mWriting for Games - A Backstory
54mDesigning Immersive Experiences
18mExploiting timer mechanics as a narrative tool
