NARRATIVE
Night school
Inside Caroline Marchal’s ambitions for interactive narrative at Interior/Night
The name of Caroline Marchal’s studio is a real scene-setter. In 2016, when Marchal first decided to go solo after nearly two decades at Quantic Dream and Sony, she called on ex-colleague Steve Kniebihly for help picking a name, and he suggested ‘Interior/Night’. “I immediately thought it was perfect,” she says. “It evoked the warm atmosphere of a lit-up cabin at night, in the forest. A place where you can gather with your friends to tell stories.” Of course, it evokes something else too: the screenwriting convention for quickly establishing a scene. At a time when videogames’ influence on TV and film have never been greater, Marchal and Interior/Night are seeking to bring the two closer together, but from the opposite direction.
As Dusk Falls, its debut, charged you with steering an ensemble cast rather than one player character. “That was a result of looking at TV series,” Marchal says. “I think games in general are closer to TV than film, because of the scope of the stories. It’s usual for a TV show to have multiple points of view.” And the game wasn’t only structured like a season of TV, it was plotted like one, using the writers’ room model, with Marchal in the role of showrunner, all collaborating to “break the big narrative problems, such as ‘What is this character about’?”