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 video game story


In video game stories, it's often side quests that are most meaningful

The Guardian

It is a narrative standard in role-playing adventure games: the hero is pitted against a Big Evil, who has a strategic or chaotic hunger to destroy the world we know. From Shinra's greedy harvesting of the planet's resources in Final Fantasy VII Remake to Ganondorf's quest for power and destruction across more than 30 years of Legend of Zelda games, the stakes are always astronomically high. But what really makes these fictional realms worth saving? Role-playing games need to offer more than a sequence of linked events toward a monumental finale. A world is made of people, not just objectives.


From superheroes to soap operas: five ways video game stories are changing forever

The Guardian

Ten years ago, there was a revolution in the way video games told stories. Games such as Grand Theft Auto, Assassin's Creed and Yakuza began to combine freely explorable open-world environments with story missions and side quests, allowing players to drop in and out of the main plotlines as they wished – or abandon them altogether. The experience of playing narrative video games changed forever. So where can we expect narrative games to go next? At the Celsius 232 festival, we sat down with five experienced narrative designers: Witcher 3 writer Jakub Szamałek, comic book and games writers Dan and Nik Abnett, Bungie narrative designer Margaret Stohl and Tom Jubert, writer of Faster Than Light and The Talos Principle.