In this episode, Tim and Joel discuss emergent systems storytelling in games like Dwarf Fortress and Rimworld, as well as Sea of Thieves and reasons why that game world sometimes feels so empty. We discuss frame stories in games like Outer Wilds, Gone Home, and Return of the Obra Dinn, and how these stories are uniquely suited to being told in the medium of a game. We finish by discussing story itself as a gameplay mechanic in Where the Water Tastes Like Wine, and what might be possible (and not possible) down the road there.
Mentioned: the interview with Obra Dinn designer Lucas Pope on the Designer Notes podcast.