Roguelike Radio

Episode 104: Procedural Narrative Design

Aug 4, 2015
Tanya Short, co-founder of Kitfox Games and lead on Moon Hunters, explores how procedural design shapes player identity and myth-building. Mark Johnson, developer of Ultima Ratio Regum, discusses creating meaningful procedural narratives and balancing transparency with mystery. David Dunham, known for King of Dragon Pass, emphasizes character-driven storytelling and the importance of immersive history. The trio debates how to craft engaging experiences that remember both player choice and emergent storytelling in game worlds.
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INSIGHT

Composed Scenes Build Emergent Epics

  • King of Dragon Pass composes short, in-world scenes to create a decades-spanning emergent narrative.
  • That composition makes the story feel lived-in and highly replayable.
INSIGHT

Layered NPCs Create Believable Advice

  • Characters have layered personalities, skills, and religion so advice feels contextual and believable.
  • The game avoids cardboard archetypes by blending those traits for nuanced responses.
ADVICE

Write For Branches And Tests

  • Provide multiple response branches and skill tests to increase replay value and variation.
  • Expect to write substantially more text to cover alternative outcomes and context.
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