How to build (un)believable worlds?
summary
Describes building Disco Elysium’s world and systems: a 1,000,000‑word script, 24 talking skills that act as in‑game companions, a thought cabinet as an idea inventory, and top‑down framing that forces writing to supply missing animation. Uses visual tools like Articy Draft and patterns — greeting → main hub, river (story progression), whirlpool (quick followups), red/white/passive checks — so failures still produce interesting outcomes. Shows how “see behind the corner,” genre tests and news/Wikipedia research supply believable detail; the approach ships and works.
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chapters (7)
- 0:00Introduction
- 1:05Universal world building
- 7:50Unseen world details
- 14:17Narrative design for RPGs
- 23:53Dialogue in Disco Elysium
- 42:42Q&A: Racism and world building
- 56:53Q&A: Player agency








