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Session Name:

Game Narrative Summit: Making Player Choices Feel like They Matter in Your Narrative


Despite your best efforts, it can sometimes feel like decision-making and dialogue choices don't have an actual impact on your game's narrative. In this session, Tony Howard-Arias (Game Designer and Co-writer of Scarlet Hollow) goes in-depth on how they and their partner tackled (and continue to tackle) these challenges on both a micro and macro level. On the macro level, they'll discuss how Scarlet Hollow is intentionally written to build towards a number of discrete endings whose thematic relevance is a reflection of how players have chosen to interact with their narrative. And on the micro level, they'll talk about their game's complex relationship-system, and how minor changes in dialogue and art can make a given playthrough feel personalized and uniquely tailored to its player.

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