Nic Junius: Braided Narratives: Or How I Learned to Stop Worrying and Love Linear Stories @roguelikecelebration
Nic Junius: Braided Narratives: Or How I Learned to Stop Worrying and Love Linear Stories  @roguelikecelebration
Uploaded October 2024 | Updated September 2026, 19 hours ago
Creating dynamic, interactive narratives is hard, in no small part because of the massive amount of authoring effort they can require. I explore both where this authoring burden comes from and look at an approach to narrative design which avoids the exponential explosion of writing: braided narratives. Rather than every storyline or quest being its own fractal tree, we can wrap linear plots around each other to achieve dynamism through pacing instead of choice. Join me in this twisty adventure!
Nic Junius: Braided Narratives: Or How I Learned to Stop Worrying and Love Linear StoriesAron Pietroń, Michał Ogłoziński - Discussion (Against the Storm)bhauth - What makes Dungeon Crawl Stone Soup a good game?Cara Esten Hurtle: Telnet, a New Session, and transsexualizing the pastJames Cartlidge, Marc Dolgin, Christine Tomlinson - The Rise of the RogueliteAlexander King - Dont Pick Just One: Set-Based Card Mechanics in Roguelike-DeckbuildersSunday Broadcast - Celebration 2022Patrick Belanger & Jackson Wagner - Hand-Crafted Randomness: Storytelling in WildermythPhilomena Schwab: This is too hard! How to broaden your game’s target audience with smart difficultyZeno Rogue - The best genre for a non-Euclidean gameMichael Langford - For the Squishies: Making Roguelikes Accessible to Children and their ParentsRich Wilson: Roguelikes, Immersive Sims, and the Church of the Simulation
Roguelike Celebration |

Nic Junius: Braided Narratives: Or How I Learned to Stop Worrying and Love Linear Stories

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER