When I read LitRPG, I’m there for the story. Yes, the mechanics are a vital part of the story in any LitRPG, but they should never overwhelm the plot or characters. The key to getting the right balance between Story and Mechanics in LitRPG is SIMPLICITY. Read on and I'll explain why.
I’m Edwin McRae, former lead writer of Path of Exile and author of Warlock: Reign of Blood - A LitRPG Novel. Below I outline three RPG narrative design techniques that you can be watching out for when you read your next LitRPG novel. NPC design, Story Glyphs and Boss fight buildup.
In a short interview with Liliana Marin of UHCL, Edwin McRae how writing for games differs from writing for films or books.
An explanation from Narrative Designer and Game Writer, Edwin McRae, of what Narrative Design is and what a Narrative Designer does.
Edwin reflects on his first trailer script for Path of Exile: The Duelist.
Harrison, Dirk and Edwin discuss the importance of the narrative line in game design and how it can keep game players engaged throughout a game with immersive details.
The fourth and final article in a series by Edwin McRae about how to festoon platformer games with story goodness. In this article we look at visual evolution, gradual changes to the PC's appearance that can be the direct result of the player's progress through the game.
The third in a series of short articles by Edwin McRae about how to festoon platformer games with story goodness. In this article we look at Emotes, changes of physical expression or simple symbols that show how the player character is feeling in that moment.
The second in a series of short articles by Edwin McRae about how to festoon platformer games with story goodness. In this article we look at Reactive Dialogue, punchy jabs of dialogue that are triggered by the player's actions.
A series of short articles by Edwin McRae about how to festoon platformer games with story goodness.
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.
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.