Greetings. This is part 5 of a 6 part series on Designing Interactive Story. A lot has been written about Interactive story, but very little in way of practical "how do you do it" guides have been made available. Reading these in order is recommended!
An excerpt from the book @Play: Exploring Roguelike Games, on the subject of the non-Euclidian roguelike HyperRogue, in which all hits are deadly and the universe is much stranger than it first appears....
This is the fourth post in a series of six. If you want this to make a bit more sense (well, relatively speaking) you'll read them in order. :) I hope you find it sparks some ideas and inspires you to make some innovative new games!
Everybody's buzzing about Firewatch, but nobody seems to be talking about one of the best bits of the game's design: the map.
This is the third post in a 6-part series on Designing for Interactive Story. You can find Part 1 here and Part 2 here.
On examination of incoherent game systems featuring Xenoblade Chronicles X, Tactics Ogre PSP and Diablo III