An interesting article detailing how Star Trek: Voyager - Across the Unknown compresses seven seasons of television and recreates episodes through three types of storytelling events, while still allowing players to deviate from major choices in the show: https://t.co/gtq9bc6pJz
An interesting article on how airbuds, a music-centric social networks app successfully translates the events effectiveness found in Games into Consumer apps: https://t.co/CfEGItYEQm
New articy:draft X Importer for Unity tutorial series
Learn how to integrate scalable narrative workflows in #articydraft X into #Unity step by step — from setup to advanced branching dialogue systems.
Start the 5 part series right now: https://t.co/IhLsojzylv
Narrative debt doesn’t come from bad writing. It comes from invisible complexity.
One dialogue change can ripple through quests, VO, localization, and cinematics.
Learn why modern narrative teams need systems, not just scripts:
https://t.co/CAGeD29pif
Last chance to get your MAC26 ticket
https://t.co/pCD5FMLqCe
Join live tomorrow Wednesday May 20th!
Learn what works in interactive storytelling, how it was made, and what that means for your next title
Writing a branching narrative game takes a lot of work.
Luckily, using @articydraft helped us navigate the sprawling web of outcomes! Would recommend :)
#indiegamedev
Newzoo's PC Console report is out and has some interesting readings:
https://t.co/U4vRTMOMC6
TLDR highlights: Roblox is #1 on PC & Console. F2P declines on console, but grows on PC. Pay-to-play live service is rising. Mid price band on PlayStation grew 99% from 2022 to 2025.
Interactive storytelling is evolving fast.
We’re proud to sponsor the Modern Audience Conference 2026 (MAC), one-day online conference for people building the future of interactive storytelling across games, media and emerging tech.
Wed, May 20th at https://t.co/L5S1rvtysN
An interesting article revealing how Housemarque, a gameplay first studio, build up a narrative team and process to introduce a larger story and cast of characters in Saros.
https://t.co/dmTr021MvD
Narrative complexity is a production problem, not a writing problem.
Most teams don’t struggle because their writers lack ideas. They struggle because the infrastructure around those ideas can’t keep up.
Solve the system, and creativity scales.
https://t.co/XJrZjlvtLI
At scale, narrative isn’t content.
It’s infrastructure.
Professional teams don’t ask
“Where do we write ?”
They ask
“How do we manage narrative change?”
Most teams don’t underestimate narrative ambition.
They underestimate narrative maintenance.
Complexity isn’t the problem.
Invisible complexity is.
That’s when iteration slows, dependencies break, and production risk creeps in: https://t.co/XJrZjlvtLI
A deeper look at the Match 3D puzzle genre from its inception all the way to becoming one of the hottest spaces in mobile amassing over $1B in IAP: https://t.co/Xlaa9eSAra
In this article we explore how narrative complexity emerges during development—and why managing its structure is critical for production.
https://t.co/XJrZjlvtLI
Branching dialogue
Quest states
Companion relationships
Narrative flags
Individually manageable.
Together?
A hidden production risk.
Find out in our article why narrative complexity becomes difficult for teams to manage and what to do about it. Link in comments👇
Narrative problems rarely appear as narrative problems.
They show up as late rewrites.
Broken localization context.
VO sessions full of last-minute changes.
Designers hard-coding story logic just to ship.
By then, narrative complexity has already become a production risk.