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title
Emily Short's Interactive Storytelling
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Narrative in games and new media
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Emily Short's Interactive Storytelling
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2026-02-25 14:36:25
raw text
Emily Short's Interactive Storytelling – Narrative in games and new media Skip to content Emily Short's Interactive Storytelling Narrative in games and new media Menu Contact and FAQ IF Meetup Recording My Work Games Tools Publications Talks Consulting Services Dialogue Expressiveness in Mask of the Rose Mask of the Rose is a dating-and-murder-mystery virtual novel set in Failbetter’s Fallen London universe. In line with that genre, it typically gives the player between two and four dialogue choices for conversation – occasionally more or fewer than that, but usually keeping things in that range. The trick was, though, that we wanted to actually grant the player a lot more latitude than that to decide what they wanted to say. I’ve always been interested in expressiveness in player dialogue , both as an aid to roleplaying and as a way to enable intentional, high-agency game play. My goal in designing this way is to let the player plan ahead, ado...
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