I Think I Need a Writer: Tools for Troubleshooting Narrative
summary
Explains a practical late-stage workflow: run a dramaturgy audit of premise, mechanics, art, UI and existing text; extract a single dramatic question that everything should orbit; determine fixed vs flexible systems and realistic scope; prioritize low-cost text spaces like item descriptions and small NPC interactions; write to intention and feel; use specific, emotion-focused feedback; account for localization and string limits. Gives a concrete case where a four-step side quest requiring escalating sacrifices becomes a standout moment and drives player discussion.
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chapters (33)
- 0:00Talk overview
- 1:04Narrative driven games
- 3:36Dramaturgy and narrative tools
- 5:00Why narrative matters
- 7:51Diagnostics on existing story
- 9:36Premise mechanics and art
- 12:04UI and writing evaluation
- 15:55Immersion and pacing
- 17:00Desired narrative vision
- 19:24Heart of the game
- 20:50Dramatic question
- 22:35Fixing narrative problems
- 23:18Practical considerations
- 24:43Case study: Cult of the Lamb
- 25:03World building in item descriptions
- 26:27Effective writing feedback
- 27:50NPC connections and themes
- 29:35Morally complex side quest
- 33:09Troubleshooting process
- 33:32Unique game projects
- 34:13Narrative and gameplay alignment
- 35:15Meaningful endings in Enchanted
- 37:02Recovering lost stories
- 37:46Power of intentional storytelling
- 38:29Q&A 1
- 40:16Q&A 2
- 41:37Q&A 3
- 42:40Q&A 4
- 44:26Q&A 5
- 45:53Q&A 6
- 46:55Q&A 7
- 48:20Q&A 8
- 49:23Closing remarks
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