I give regular talks at conferences & universities, covering a range of topics in game & narrative design. Below is a selection of videos, as well as a list of past talks.
Live games have the ambition to go on for as long as they remain profitable. This means that any narrative needs to be written in a way that could potentially go on forever, too. Videogames aren't the first medium to try this, and specifically television shows can serve as means to understand how to pull it off. But due to their interactive nature, games have narrative potential and tools that are entirely unique to the medium, such as non-linear narrative, emergent storytelling, time-limited events, and using narrative design to convey a story beyond plot. This talk will dive into the unique opportunities of live games, how to structure seasonal plot with inspiration from TV shows, and how to keep a long-running story interesting for many years to come.
As games are an interactive medium, every new project poses the question HOW we want to convey its story. The first part of the answer usually lies in its game design, and how players are meant to interact with it.
To gain insights into this topic, I'm doing a deep-dive into the recently released Ubisoft-Netflix collaboration “Mighty Quest Rogue Palace” — a hack and slash rogue-lite. With its 20 playable heroes, it is designed as a non-linear choral adventure with 20 perspectives.
Note: VOD requires devcom login.
As part of the Free-to-Play Summit, I give a short minute exploration of different ways to work narrative into F2P Live Operations, specifically time-limited and live events.
(Segment starts at 33:40 min)
Note: VOD requires GDC Vault
login.
A chat about the challenges of narrative design in mobile games, and my transition from PC/console to mobile.
The way mobile games are played results in shorter attention spans and an unwillingness to read text. But research shows that players are still curious about the world and its characters for a sense of purpose, motivation and gratification. In this talk, I look into designing narratives for a mobile audience.
Video games have often been regarded as power fantasies. Yet many releases contradict this assumption and center gameplay around powerlessness, like the survival horror genre. This talk seeks to deconstruct the role of power in video games, analyze the various mechanics of disempowerment and suggest how actively taking power from the player may serve as a tool for making better games.
The way we make and play games has been constantly evolving, based on technological and cultural factors. For a while, the term interactive storytelling was used synonymously with branching narratives. But how to tell an engaging interactive story in our times of Let’s Plays, increasing AAA budget demands and new technologies like VR and AR? Let’s have a look at some vastly different modern solutions beyond the branching storyline, from the lore of Overwatch to the story system of The Novelist.
A comparison of storytelling in novels and video games and how we approached adapting one thing into the other while creating "Ken Follett's: The Pillars of the Earth".
Past Talks