The Game Narrative Kaleidoscope cover art

The Game Narrative Kaleidoscope

100+ Essays on the Craft of Game Writing

THE GAME NARRATIVE KALEIDOSCOPE collates articles from over a hundred writers, in one 400-page book.

There are articles on every topic: branching narrative and linear storytelling; worldbuilding and mystery; dialogue writing and silence; surviving in large studios and how to start small.

With contributions from the writers behind some of the world's most successful titles - such as Prince of Persia, Control, Assassin's Creed, Call of Duty and Baldur's Gate 3 - alongside indie and upcoming writers, this collection aims to capture the full breadth and complexity of this artistic medium.

Packed with practical advice, inspiration, deep truths and simmering disagreements, every turn of the Kaleidoscope reveals a new perspective. And at the bottom of each article, there are links to follow-up articles, extending on the existing theme - or arguing the opposite. There is no one right way to read this book, any more than there is a right way to write: it's there to be explored.

Game Narrative Kaleidoscope Podcast

Join hosts Jon Ingold (inkle) and Sagar Beroshi (The Chinese Room) in conversation with authors from the Game Narrative Kaleidoscope, as they discuss all aspects of the craft of interactive writing and narrative design.
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  • The Game Narrative Kaleidoscope podcast cover

    Episode 10: Giles Armstrong

    The 'Grenade!' Paradox: Writing Better Barks

    We talk to Giles Armstrong (Assassin's Creed: Mirage, Helldivers II, and many other games) about the art and craft of writing barks that express character and world-building as richly as possible without overloading the script.

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    Episode 9: Jill Murray

    Perfectionists Hate This One Simple Trick

    Jill Murray (Shadow of the Tomb Raider, Subnautica: Below Zero, Assassin’s Creed: Liberation) talks about how she gets things finished. If you write for your ideal audience member, can you manifest them?

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    Episode 8: Holly Nielsen

    Cite Your Sources!

    Historian and game writer Holly Nielsen (Amberspire, Neurocracy) joins us to discuss ambiguous worldbuilding and the use of biased and unreliable narrators in a game's historical sources.

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    Episode 7: Ian Thomas

    A Smorgasbord

    Narrative expert Ian Thomas from The Chinese Room expands the boundaries of story design. What can computer RPGs learn from a live-action roleplaying game? And how do we encourage players to act the part?

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    Episode 6: Kate Gray

    Microbranching - Big Reactivity with Small Effort

    Kate Gray (Moonstone Island, Hello Kitty Island Adventure) tells us about microbranching in dialogue: small decisions without long-term impacts.

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    Episode 5: Stark Holborn

    Swiss Cheese and Soda Cans: Writing for Proc-Gen Systems

    Novelist and narrative designer Stark Holborn joins us to talk about the procedural generation systems of Shadows of Doubt. How do you ensure a generated world has character and style?

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    Episode 4: Josh Scherr

    Call Me by Your Name

    Ex-Naughty Dog narrative designer Josh Scherr joins us to discuss the best ways to employ reactive dialogue, for drama and reflection.

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    Episode 3: Mary Kenney

    How to Love the Player Who Hates You - Creating after (or during) Gamergate

    Mary Kenney, narrative director and senior writer (Marvel: Wolverine, Spiderman: Miles Morales), talks about recovering from online harrasment, and why stories matter.

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    Episode 2: Darby McDevitt

    Flawless Victory (and how to avoid it)

    Black Flag’s lead writer, Darby McDevitt, joins us to discuss character arcs in linear action adventure games.

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    Episode 1: Sagar Beroshi

    The Keyboard Is Not an Omnitool

    We’re writers. We can solve every problem with a stroke of a pen - can’t we?

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    Episode 0: Welcome to the Kaleidoscope!

    Meet the hosts, and hear our plans for the series!

    Who we are, what we'll cover, and what we hope to find out!

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