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Narrative Engine

Write it like you stole it 

As this is my first column in Edge, I thought I should introduce myself. Hello! I’m Jon Ingold, and I’m narrative director and co-founder of , which means that among other things I wrote or co-wrote all of Inkle’s games. I’m also reasonably well known (amongst game writers, anyway) for a talk I gave about interactive dialogue, which suggested a way to use subtext when designing choices to make conversations more sparkly. As you might gather from all that, I consider myself more of a writer than a game designer, despite having (co-)designed a lot of games. So why don’t I just bog off and write a book, eh?

Well, it’s a habit, I suppose. I wrote my first computer game in a notebook long before my family owned any kind of computer to test it on. Somewhat later, I discovered Inform, a programming language dedicated to making text adventure games, like the ones made by (and built directly on the technology of) the ’80s juggernaut Infocom, whose work, rather than Mario, Zelda or Sonic, represented my first real interaction with videogames. My brothers and I played all the Infocom games we could pirate onto our Amstrad PC 1512, including Deadline, a country-house murder mystery whose suspects moved around and could be manipulated; and Infidel, in which a doomed archaeologist deciphers ASCII-art hieroglyphics inside a buried pyramid. They cast long shadows: these are the games which directly inspired Inkle’s titles Overboard! and Heaven’s Vault.

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View Issues
Edge
March 2024
VISUALIZZA IN NEGOZIO

Altri articoli in questo numero


Edge
The forecast: heavy rain, with risk of exo-rig conflict
Why don’t we see more weather in games?
EDGE
EDITORIAL Tony Mott breeze chaser Chris Schilling
Knowledge
Power and responsibility
Is the industry heading for a crash? And, if so, who’s going to do something about it?
Taken to Task
How opportunity for improvisation is helping TV’s most beloved gameshow work in VR
Recalibrating PlayStation 5
How Sony’s PlayStation Access makes its flagship console friendlier to more players
FEAT OF CLAY
Plasticine stop-motion horror adventure Visceratum promises to disturb and delight in equal measure
Soundbytes
Game commentary in snack-sized mouthfuls
THIS MONTH ON EDGE
Some of the other things on our minds when we weren’t doing everything else
Dispatches
Dialogue
Send your views, using ‘Dialogue’ as the subject line, to edge@futurenet.com. Our letter of the month wins an exclusive Edge T-shirt
Trigger Happy
Shoot first, ask questions later 
The Outer Limits
Journeys to the farthest reaches of interactive entertainment
Giving the game away
Often, a player’s relationship with a game begins
Hype
ONCE HUMAN
Surviving the new weird
LOST RECORDS: BLOOM & RAGE
Life is strange, but the past is stranger
NIRVANA NOIR
All in all is all we are 
THRASHER
This serpentine successor is a slipper y beast indeed
CHASING THE UNSEEN
Standing on the shoulders (and various other parts) of giants
DARKWEB STREAMER
Creating a fame monster
TOTAL FILM
ON SALE NOW
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APOCALY PSE NOW
How Sharkmob plans to shake up the extraction shooter with the help of Mother Nature
FLYING SOLO
Going it alone in modern game development
IKUMI NAK A MUR A
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HALO WARS
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A progress report on the games we just can’t quit
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