Your writer can ensure that your environmental visualisation process is steeped in story. Rich narrative that your artist can then mould into stunning eye candy.
Players will read, and it's still one of the the cheapest and most efficient ways of delivering story within your Indie game. Tomes are those pieces of text that a player can read in the quiet moments of your game. But they need to be done well and they need to be done right!
Flavour text is flavoursome. It’s there to whet your player’s appetite and make them hungry to understand your game world. Be sure it’s on the menu and please make it tasty! Here's some advice on how to tell a lot of story with just a few, flavourful lines.
As a kid, I used to dream of finding a secret portal to Narnia somewhere on the farm. The portal is there now but I'm not sure I want to step through it.
When you spend two to three thousand hours playing Skyrim, what does that do to you?
An interview with Jon Harrison of classiclytrained.net where I give some of my perspectives on designing stories for games.
Edwin McRae, Narrative Designer and Game Writer, talks about how you can make a game story out of a basic series of boss fights.
An article by Narrative Designer, Edwin McRae, addressing why a game writer needs to clearly understand the difference between Plot and Narrative.