The three pillars of investigative gameplay
by Antony de Fault | Nov 11, 2021 | Features
Ever wanted a player to more deeply engage with the details of your story? Here’s how
by Antony de Fault | Nov 11, 2021 | Features
Ever wanted a player to more deeply engage with the details of your story? Here’s how
by Antony de Fault | Sep 21, 2021 | Features
No Longer Home creators Cel Davison and Hana Lee discuss how they pushed the boundaries of non-fiction game making
by Antony de Fault | Aug 19, 2021 | Features
How Rachet & Clank: Rift Apart tells a story like a blockbuster movie
by Antony de Fault | Jun 15, 2021 | Features
Return of the Obra Dinn is a puzzling and storytelling masterpiece. Antony investigates what makes its narrative design tick
by Antony de Fault | May 21, 2021 | Features
The Assassin's Creed games can provide a real sense of place. But which of these two did it better, and how?
by Antony de Fault | Apr 19, 2021 | Features
Telling stories begins as a passion, but the reality of doing it as a job can be daunting. Here’s how to keep the spark…
by Antony de Fault | Mar 09, 2021 | Features
Paradise Killer has some of the best-feeling detective work yet seen in a video game, and teaches vital narrative design lessons
by Antony de Fault | Feb 23, 2021 | Features
Games are often bad at exposition, but a little indie title contains the key to doing it well – by mixing cocktails
by Antony de Fault | Jan 26, 2021 | Features
The Banner Saga is one of the richest examples of interactive fiction. Here’s what we can learn from it
by Antony de Fault | Nov 17, 2020 | Features
We pit Supergiant Games’ mythological dungeon crawl Hades against its older fantasy sport story, Pyre
by Antony de Fault | Oct 30, 2020 | Features
This month, Antony provides a handy guide to different kinds of player choices
by Antony de Fault | Aug 24, 2020 | Features
How does The Last of Us’ standalone prequel Left Behind use rising action in its storytelling? Antony explains all