When Gameplay met Narrative - A Love Story on a Budget
summary
Two-person studio builds Pendulum Swing, a dialogue-heavy, non-combat RPG about prejudice and empathy, shipping three episodes during a 2.5+ year development cycle and finishing the full release in March 2020. Design choices: non-violent mechanics and episodic modular story let the team prioritize hundreds of unique NPCs, hand-written dialogue, and accessible UI while iterating from player telemetry—doubling the tutorial island and adding community-created characters and books. Outcome: episodic releases fund and guide development but increase live-stage polish pressure.
AI-written summary · about
chapters (15)
- 0:00Start
- 2:25Who are Valiant?
- 3:49Case study: Pendula Swing
- 6:30In Pendula Swing
- 6:59To deliver this idea, what do we need?
- 8:25Our choice
- 9:54No focus on violence
- 11:20Building systems in order of importance
- 12:35Design iteration based on core experience
- 14:08Start adding content
- 14:55Modular story structure
- 17:48Episodic releases
- 19:22Adjusting content
- 20:09Adding content in collaboration with players
- 21:27To summarize
related talks
58mWriting & Narrative Design: A Relationship
28mNarrative Design for XR
53mCreating Emotional Engagement Through Narrative and Game Design
38mWalking Around The Quest for lost Gameplay
33mQueer Advocacy in Indie Game Design: A Solace State Post Mortem
13mNarrative Design
58mExperience, Agency and Authorship: The Evolving Face of Story-Driven Game Design
43mGame Design lessons from designing Football, Tactics & Glory
