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Session Name:

Choice, Consequence and Complicity


In an interactive story which responds to the player's actions, how much consequence is enough? What makes a 'real' choice? How do you match player expectations with the delight of surprise? How many choices are too many? Alexis Kennedy (Sunless Sea, Fallen London, Dragon Age: the Last Court) offers practical heuristics for matching effort to outcome for writers and narrative designers. In this talk he will discuss maximizing emotional impact from interactive story with a finite time and budget as well as the importance of finding opportunities for player self-expression. Additionally, he will share practical writing tricks for interactive story and traps to avoid, including war stories from Fallen London and Sunless Sea.

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  • GDC 2016
  • Alexis Kennedy
  • Failbetter Games
  • free content
  • Game Narrative Summit
  • Game Narrative