Don’t believe everything you think – prototyping narrative
Paweł is a narrative designer at Arkane Lyon, currently hard at work on Deathloop. Before that, he’s also done Hard West and Phantom Doctrine, and a bunch of other projects he’s not allowed to talk about. Luckily, he’s allowed to share what he’s learned. See you on the grounds.
2019: Game Design Summit, “Narrative Delivery Systems”
2016, 2019: Uniwersytet Łódzki, Wydział Italianistyki, “Video Games Localization”
2016: Digital Dragons, “Hard West: How luck was quantified,” in collaboration with Kacper Szymczak
One of the most daunting challenges of designing stories for video games is making sure they’re well-paced, engaging and comprehensible in the span of many hours of gameplay. In an attempt to address this challenge, I’ve made a bunch of prototypes to gather metrics, workable feedback, and minimize the “I’m feeling lucky” and “trust me, I’m an expert” factors in the early stages of working on video game narratives. This will be a summary of those experiences, so you can go a step further, faster, and better.