
Narrative Design | when games let you race to the end
by Antony de Fault | Jan 18, 2023 | Features
Antony examines the rare few games which dare to let players decide when they end
by Antony de Fault | Jan 18, 2023 | Features
Antony examines the rare few games which dare to let players decide when they end
by Antony de Fault | Dec 12, 2022 | Features
Contrasting the storytelling chops of Kratos’ two recent outings to see what makes them tick
by Antony de Fault | Oct 25, 2022 | Features
Tropes are bad, right? Wrong! Antony illuminates how tropes can be used intelligently in good storytelling
by Antony de Fault | Sep 16, 2022 | Features
As a character, and especially as a protagonist, Stray’s cat is a weird and thought-provoking case, well worth a deeper look
by Antony de Fault | Aug 08, 2022 | Features
Röki writer/narrative designer Danny Salfield Wadeson reveals a ‘big picture’ approach we ought to emulate in our own storytelling
by Antony de Fault | Jul 14, 2022 | Features
In order to better think about narrative-led games, let's first take a look at some very well-known songs
by Antony de Fault | Jun 06, 2022 | Features
Ever felt your game’s character was flat? Get inspired by Antony’s method for generating depth
by Antony de Fault | May 10, 2022 | Features
Video game storyteller Anthony de Fault dives into inspiring teams and promoting cohesion - through story time
by Antony de Fault | Mar 08, 2022 | Features
A writer's guide to managing plot points and anticipating where players' heads are at to avoid confusion.
by Antony de Fault | Feb 10, 2022 | Features
Antony discovers that Sucker Punch’s biggest hit saves the best for last with its Iki Island expansion
by Antony de Fault | Feb 01, 2022 | Features
Why have time-loop games like Deathloop captured devs’ imaginations, and what challenges and opportunities do they present? Antony takes a closer look
by Antony de Fault | Dec 07, 2021 | Features
Award-winning writer Casey Lucas-Quaid explains how concentrated hits of lore can elevate an entire game