{"id":5860,"date":"2025-11-03T08:31:46","date_gmt":"2025-11-03T15:31:46","guid":{"rendered":"https:\/\/www.nathalielawhead.com\/candybox\/?p=5860"},"modified":"2025-11-03T08:31:46","modified_gmt":"2025-11-03T15:31:46","slug":"game-engine-medley-prototyping-with-small-tools-and-mixing-game-engines-for-complex-storytelling","status":"publish","type":"post","link":"http:\/\/www.nathalielawhead.com\/candybox\/game-engine-medley-prototyping-with-small-tools-and-mixing-game-engines-for-complex-storytelling","title":{"rendered":"&#8220;game engine medley&#8221; &#8212; prototyping with small tools and mixing game engines for complex storytelling"},"content":{"rendered":"<p><img decoding=\"async\" src=\"https:\/\/nathalielawhead.com\/noodles\/bimm3\/0.jpg\" alt=\"\" \/><br \/>\n<em>Pictured above: Gamejam pizza!<\/em><\/p>\n<p>This post is a transcript of a talk I gave at <a href=\"https:\/\/www.bimm-institute.de\/berlin\/\" target=\"_blank\">BIMM University, Berlin<\/a>. Thank you for inviting me! I had a lot of fun sharing :)<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/nathalielawhead.com\/noodles\/bimm3\/00.png\" alt=\"\" \/><br \/>\n<em>Links in this slide ~<br \/>\n<a href=\"https:\/\/tetrageddon.com\" target=\"_blank\">tetrageddon.com<\/a><br \/>\n<a href=\"https:\/\/alienmelon.com\" target=\"_blank\">alienmelon.com<\/a><br \/>\n<a href=\"https:\/\/alienmelon.itch.io\" target=\"_blank\">alienmelon.itch.io<\/a><br \/>\n<a href=\"https:\/\/mackerelmediafish.com\" target=\"_blank\">mackerelmediafish.com<\/a><\/em><\/p>\n<p>Games make impactful, unique, and complex storytelling possible.<\/p>\n<p>I think we have only scratched the surface of what that means, because interactive digital art is such a huge possibility space.<br \/>\nIt&#8217;s also important to look beyond games, and engage with other digital art, to really understand how broad a spectrum of experiences games are part of.<br \/>\nWe are really only held back by our habit of how we look at something. Our conceptions and expectations are our only enemy.<br \/>\nAnything is possible when we create here. The biggest hurdle to making interesting impactful work is to think outside of commonly held beliefs or established standards.<br \/>\nStorytelling is one of those things. Games, and the broader space of digital art, is our collective fantasy. What we create pushes the boundaries of what that is.<\/p>\n<p>I think that small game engines can help us realize all this unexplored potential.<br \/>\nIn this <del datetime=\"2025-11-03T15:19:17+00:00\">talk <\/del> post I hope to show how they helped me explore new and compelling ways to view interactive fiction, and maybe they can do the same for you!<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/nathalielawhead.com\/noodles\/bimm3\/01.png\" alt=\"\" \/><br \/>\n<em>Links in this slide&#8230;<br \/>\n<a href=\"http:\/\/Games are giant weird story machines! (video games, their stories, and building stories for systems)\" target=\"_blank\">Games are giant weird story machines!<\/a><br \/>\n<a href=\"https:\/\/www.nathalielawhead.com\/candybox\/category\/games\" target=\"_blank\">Games Writing<\/a><\/em><\/p>\n<p>Games are giant weird story machines.<br \/>\nThey&#8217;re complicated structures. They&#8217;re often convoluted by their own complexity.<br \/>\nIt depends on what you want from your game, and there\u2019s a million ways to design one so that it\u2019s a meaningful experience to people.<br \/>\nYou will more often than not work against the system you created to be able to communicate a story, because a game\u2019s story has to be designed around a system.<br \/>\nGames are this medley of mechanic, visuals, sound, and then the story that kind of ties it all together\u2026 sometimes more successfully than others.<br \/>\nStory is often stuck in this weird silly realm of afterthought while being incredibly important.<\/p>\n<p>I know people will say that about every aspect of a game, but for me it\u2019s the story.<br \/>\nA game\u2019s story is the justification for a player to exist in a space, the way it informs atmosphere, and the resulting experience people get from it.<br \/>\nA game wouldn\u2019t be the same without the context you give it through its fiction.<\/p>\n<p>For example, one of my most favorite early experiences I had with video game story dissociation, that very much highlights the space video-game story is often stuck in, was when I was playing Morrowind.<br \/>\nThis is a very old one\u2026<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/nathalielawhead.com\/noodles\/bimm3\/02.png\" alt=\"\" \/><\/p>\n<p>You have this main quest line, and the game has characters that are vital to it. If you kill one of these characters before they fulfill their part in that quest you will get this notice saying:<\/p>\n<blockquote><p>\u201cWith this character\u2019s death, the thread of prophecy is severed. Restore a saved game to restore the weave of fate, or persist in the doomed world you have created.\u201d<\/p><\/blockquote>\n<p>Which I always found hilarious.<br \/>\nLike, to start, it\u2019s quite a creative way to handle a warning dialogue to tell you \u201cYou broke my story.\u201d<br \/>\nI also find it fascinating because you can keep playing this version of the game, indefinitely, with it being stuck in a broken limbo.<\/p>\n<p>As a designer you can\u2019t account for everything. Sometimes you just have to let players play on their own terms, even if it means playing in a limbo.<\/p>\n<p>See how Red Dead Redemption 2 has an out of bounds that you can actually get to through a complicated way of breaking the game <a href=\"https:\/\/www.youtube.com\/watch?v=b2mXbgdfsKQ\" target=\"_blank\">by exploiting a bug<\/a>.<\/p>\n<p><iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube.com\/embed\/DvQtyW90jw4?si=s0EEum2LAb5YuccI\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><a href=\"https:\/\/www.reddit.com\/r\/RDR2\/comments\/1fd3skn\/anyone_else_love_exploring_out_of_bounds_here_is\/\" target=\"_blank\">Red Dead Redemption 2\u2019s out of bounds<\/a> (see the above video) is this really fascinating video game void where everything is just broken and weird. Animals will spawn in a broken landscape and just kind of stare at you. Water doesn\u2019t work right\u2026 If you explore it long enough you can glitch into future parts of the story (kind of warp). It\u2019s an example that really fascinates me because, if you manage to get there, all the world building just kind of melts away and it feels like the game\u2019s playable space is surrounded by an infinite backrooms type void.<\/p>\n<p>All this very much captures the caveats of story-telling in games.<br \/>\nGames want to break.<br \/>\nOnce the curtains get drawn because of a bug, and the system\u2019s flaws show through, all that world building and story break with it.<br \/>\nThis is especially true with the more epic (or complicated) you try to make your story, and the more you take control away from the player.<br \/>\nIt\u2019s also worth pointing out that games often don\u2019t let you kill important characters, which (either way) breaks the immersion that they created with these exceptions.<br \/>\nSo, as a designer, you have to find ways of structuring everything in a way that\u2019s both compelling and also almost \u201cinvisible\u201d.<\/p>\n<p>For myself I found that metaphor, abstraction, and just \u201chinting\u201d at what is happening, is better than being too heavy handed.<br \/>\nOtherwise, if a player notices that there\u2019s a story, it\u2019s likely to be the type of realization of \u201cYou broke the game by killing this character. Please reload\u2026\u201d because the immersion broke.<br \/>\nFor example, Half Life (1 and 2) were viewed as revolutionary in their time because the story wasn\u2019t treated as a cut-scene, but something the player could be part of\u2026 Characters talked, and the player could mess around in the room while they did.<\/p>\n<p>Even so, immersion suffers all the time in games.<br \/>\nYou can\u2019t account for bugs in games\u2026 like the order that a player may experience your game, or even classic bugs like physics glitches\u2026<\/p>\n<p>I\u2019ll show some that I collected, because all these in one place give you a good idea of what I mean when I say games are inherently weird\u2026<br \/>\nThey\u2019re nightmarish, feverdreams, I don\u2019t know why we try to make them imitate reality.<\/p>\n<p><div style=\"width: 640px;\" class=\"wp-video\"><video class=\"wp-video-shortcode\" id=\"video-5860-1\" width=\"640\" height=\"360\" preload=\"metadata\" controls=\"controls\"><source type=\"video\/mp4\" src=\"https:\/\/nathalielawhead.com\/noodles\/bimm3\/BUGS_RDR2\/Red%20Dead%20Redemption%202_20211027230317.mp4?_=1\" \/><a href=\"https:\/\/nathalielawhead.com\/noodles\/bimm3\/BUGS_RDR2\/Red%20Dead%20Redemption%202_20211027230317.mp4\">https:\/\/nathalielawhead.com\/noodles\/bimm3\/BUGS_RDR2\/Red%20Dead%20Redemption%202_20211027230317.mp4<\/a><\/video><\/div><br \/>\n<a href=\"https:\/\/nathalielawhead.com\/noodles\/bimm3\/BUGS_AssasinsCreed\/\" target=\"_blank\">Click here for my saved collection of Assassin&#8217;s Creed 3 Bugs!<\/a><br \/>\n<\/p>\n<p>It\u2019s really funny to look at accumulated examples like these, and then look at how popular media views games when they parody video games. They\u2019re always weird, silly, almost comedic incohesive things.<\/p>\n<p>The amount of suspension of disbelief it takes to feel immersed in a video game story and world is often a big ask.<br \/>\nSo, in the end, games are quirky weird story machines. We should embrace that!<\/p>\n<p>I think the suspension of disbelief happens when we don\u2019t fully embrace the flaws of the medium and act like they\u2019re something that they\u2019re not.<br \/>\nGames are not movie, or theater. Games are a form of digital art. Their glitchy bugy-ness is just as inherent to them, as when they actually work.<br \/>\nThis is why we shouldn\u2019t have to follow in the footsteps of imitating existing media, or how things have been traditionally done.<\/p>\n<p>Traditionally, most storytelling in games happens surrounding a mechanic, and the story is a reward for progress. This is pretty much the default. You can think of any game, and it will typically handle a story like this\u2026<\/p>\n<p><iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube.com\/embed\/70d9irlxiB4?si=5UbOMxISna-s4zTv\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>Two that I think are compelling examples for how story is seamlessly part of the interaction, and the interaction enforces the story, are Celeste and Yume Nikki.<\/p>\n<p>I find both of these inspiring because neither are very heavy handed. They\u2019re not overly ambitious, or pushy about how you experience them. The player is given space to understand the story, while the way you play the game reinforces it.<\/p>\n<p>Celeste is this wonderful metaphor about climbing a mountain, where the character has to kind of face herself in that journey. It\u2019s not very explicit about what is happening, so there\u2019s a lot of space for the player to read themselves into it.<br \/>\nThere\u2019s lots of metaphor in terms of how you interact with the environments, certain elements that are harmful or helpful, and how the character transforms through the journey\u2026 I think it\u2019s really smart. It all blends together very well. It\u2019s a meaningful experience in the end.<br \/>\nThe way you play it reinforces its themes beautifully.<\/p>\n<p>I love it as an example, because it\u2019s very much a video game proper. It\u2019s a platformer. On the surface, it would seem too traditional to be interesting\u2026 You would think that platformers are so done-to-death that they can\u2019t be new anymore, but the way this format was treated (or understood by the developers) turned it into something very compelling.<br \/>\nThere\u2019s not much in terms of obvious experimentation. It takes these individual components and experiments with them within the bounds of the genre.<\/p>\n<p>So, to make something interesting, it\u2019s not like you need to come up with an experimental game that completely re-invents the wheel as something \u201cnever seen before\u201d. You can also  experiment with very established genre conventions or expectations to do that.<br \/>\nIt\u2019s also the little ways that end up making a compelling whole.<\/p>\n<p>Celeste is an interesting one to contrast against a game like Yume Nikki.<\/p>\n<p><iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube.com\/embed\/OetKEgSqGDo?si=74wguYzu3MfMxeW-\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>Yume Nikki is a game that lets you explore dreams.<br \/>\nIt highlights the internal world of the character you play. Nothing is said during the game. Everything is implied. You put together what is happening while you play it, and this gives you a chance to read a lot into it.<\/p>\n<p>I think it\u2019s an incredible accomplishment to make something that communicates so much without a single word.<br \/>\nThe game is unique because it has no dialogue, combat, or obvious plot.<br \/>\nStory is implied, and assumed by the player. This inspires a lot of curiosity while playing it.<br \/>\nThe metaphor of the dream spaces that you are in, as well as the game not having a strict \u201cvoice\u201d (like obvious narrative, and words) makes it a very personal experience. You feel like you are exploring the game with the game.<br \/>\nPlaying it opens you up to all these fantastic worlds. It has a lot of dimension without ever being explicit about what it\u2019s about.<br \/>\nI found playing it to be a very liberating experience. It kind of highlighted to me how too much heavy handed story, and explicit direction in a game can make the experience patronizing. Players are curious. They are smart. They can figure it out. Story can be communicated through so many other means (like just the nature of the environment, or the interaction, or mechanics\u2026) it doesn&#8217;t have to be constrained to just words and text.<br \/>\nI think Yume Nikki is a notable example when discussing good storytelling in games.<br \/>\nIt gives a lot of agency to you as the player. You have to take the time to understand it. It gives you the ability to come to your own conclusions about it. The metaphor of the spaces and interaction make this possible.<\/p>\n<p>I think that games are intrinsically surrealist experiences.<\/p>\n<p><iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube.com\/embed\/bSCUUFCp2vI?si=PNajMx7bEXD6DSHx\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>As the video above illustrates&#8230;<br \/>\nI think is a really funny example of a game series that kind of \u201cexplains\u201d bugs just by nature of it\u2019s story world.<br \/>\nAssassins\u2019 Creed\u2019s premise is that the player is in a simulation (the animus) and playing through memories of an ancestor. The premise is that this is all a \u201csimulation\u201d&#8230; So if you find bugs in it that break the immersion (there are lots!) it kind of still makes sense.<br \/>\nI love that about it. Coming from a game design perspective, it\u2019s both brilliant and defeatist.<\/p>\n<p>The more a game tries to be \u201creal\u201d the more you have these issues of being randomly broken out of the immersion, or requiring a ton of suspension of disbelief to see beyond quirky bugs.<br \/>\nIf you lean into the surrealism, you have this space that you create where your art \u201cbeing a video game\u201d makes sense.<br \/>\nNothing like it can exist. You embrace the fact that games are inherently weird and their systems are prone to breaking.<\/p>\n<p>I think it\u2019s interesting when you take story as the core thing where everything exists surrounding that.<br \/>\nStory is more than a justification for playing a game. It\u2019s part of this entire whole that a game ends up being.<\/p>\n<p>You have that with interactive fiction, but I feel like that genre is fairly constrained by itself. For example, visual novels have a very established format now.<br \/>\nI think it\u2019s inspiring to look at how these genres started, and what types of vision for the medium they evolved out of.<\/p>\n<p><iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube.com\/embed\/TNN4VPlRBJ8?si=hTWkFGtdOXiMhbMJ\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>Text adventures are one of the oldest types of computer games.<br \/>\nI grew up playing games like Zork. I think these are worth looking back on to understand how storytelling evolved with games.<br \/>\nNon-linear storytelling is older than video games. For example, see Gamebooks, where the book is read in a non-linear fashion and the reader is given choices at different points in the text.<\/p>\n<p>At that time, I remember how much the concept of telling a story in this format was being explored.<br \/>\nThere was this thrill of it all being so new that you likely never experienced anything like this before. The imagination driving this vision behind what it could become seemed endless.<br \/>\nI think the restrictions here helped, because writing was so much at the forefront.<br \/>\nToday all this is fairly established, and these things are viewed as their own genres\u2026 All with better graphics.<\/p>\n<p>Still there is something special about stripping these things down to their bare components.<br \/>\nWhat made it exciting? What did people hope it would become?<\/p>\n<p>To me, these concepts are why it\u2019s important to push yourself to prototype your work in something that is stripped down, where you really have to focus on the basic core of what you are creating.<\/p>\n<p>As game designers, I think we paint ourselves in a corner when we rely too much on that One Tool that does all the hard work for us (like Unreal, or Unity, or the endless plugins for both\u2026). You end up making something that\u2019s too built from templates. You never really get to explore the basic concept of what this thing is outside of all these existing definitions.<\/p>\n<p>Think about novelty, uniqueness, your very own approach to telling a story or what your core mechanic represents.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/nathalielawhead.com\/noodles\/bimm3\/05.png\" alt=\"\" \/><br \/>\n* <a href=\"https:\/\/www.nathalielawhead.com\/candybox\/a-short-history-of-flash-the-forgotten-flash-website-movement-when-websites-were-the-new-emerging-artform\" target=\"_blank\">A short history of Flash &#038; the forgotten Flash Website movement (when websites were \u201cthe new emerging artform\u201d)<\/a><br \/>\n* <a href=\"https:\/\/www.nathalielawhead.com\/candybox\/the-flash-game-movement-my-early-flash-work-and-how-flash-games-informed-what-we-have-in-indie-games-today\" target=\"_blank\">The Flash game movement, my early Flash work, and how Flash games informed what we have in indie games today\u2026<\/a><\/p>\n<p>The early Flash website movement very much embodied a lot of what I\u2019m talking about. For further context I did more writing about that, and the links are in this slide\u2026<\/p>\n<p>Things like a website, or just a UI, were more than some utilitarian two-dimensional thing that you pass over.<br \/>\nWebsites were viewed as art, and a type of creative expression. At the time people were actually talking about websites as a \u201cnew emergent artform\u201d. That\u2019s a strong contrast to what we have today, and it should underline how important art and experimentation is.<br \/>\nA web presence was treated like an environment that held space for a story. It was an experience!<br \/>\nEven something as simple as a portfolio website was story-rich. It had to be if you wanted to be noticed.<\/p>\n<p>I\u2019ll show you a few examples of what I mean\u2026<\/p>\n<p><iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube.com\/embed\/IWkNkQoQY_8?si=lhed7M6EzV7juHXS\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>* <em>The 2 Advanced collection of websites. They where once one of the most imitated styles in web design. Notice how every single element has it&#8217;s own motion and kind of &#8220;life&#8221; applied to it. Each component transitions, reacts, and responds seamlessly as part of the whole. It&#8217;s meticulous.<br \/>\nThe interesting thing to point out is the science fiction vibe it gives off. I&#8217;d like to argue that it&#8217;s a good example of &#8220;story&#8221; in the context of UI design because there&#8217;s an underlying theme of fiction to everything. This makes it compelling to look at as well as explore.<\/em><\/p>\n<p><iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube.com\/embed\/ErQ2iANg2f8?si=xasi54gruY94FocH\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>* <em>Tokyoplastic was a very early cult website that had a huge influence. Everything is an animation. You randomly click on things&#8230; one thing leads to the other with very little context of where you are, or knowledge of what leads to what. The experience is still compelling by today&#8217;s standards, because it&#8217;s so mysterious. It also presents a strong &#8220;theme&#8221; (story) to the space it has created.<\/em><\/p>\n<p><iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube.com\/embed\/EwiuCE3zbYs?si=MP1DWAztBf61ZbtY\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>* <em>The Tonic Group flash website is another example of a compelling layout, with vague navigation that plays out as more of an experience. A series of spaces linked together through interaction, the spaces seem to tie together as a type of &#8220;story&#8221;, alluding to a journey through digital space.<\/em><\/p>\n<p>It\u2019s worth pointing out in many of these how there&#8217;s not any obvious way to know what you are clicking on\u2026 which in principle is bad usability, but understanding where you are going , or knowing what you were clicking on wasn\u2019t the point.<br \/>\nThe point was to create an audiovisual experience. The journey was the point.<br \/>\nThis \u201cjourney\u201d was a core philosophy of the early internet.<br \/>\nWebsites were a journey. You can see remnants of that ideology in some of the language that\u2019s still left over like \u201csurfing\u201d the web, or the very old term \u201cinternet superhighway\u201d\u2026 you went places, and discovered things.<\/p>\n<p><iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube.com\/embed\/ZISjfIbSp1k?si=z7ULbvH76mOCWZgr\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>* <em>There are more in the <a href=\"https:\/\/www.webdesignmuseum.org\/flash-websites\" target=\"_blank\">WebDesignMuseum <\/a>collection. It&#8217;s a noteworthy set of examples that illustrate how theming and story made these digital spaces compelling environments to explore. I see these as an &#8220;evolution&#8221; of the Geocities era, where people made loud colorful personal &#8220;spaces&#8221; that illustrated their personalities. These (Flash sites) where polished spaces that served as portfolios, or other spaces of personal expression, with the website being a way to communicate identity. Each space was a different &#8220;world&#8221; that you could explore. These Flash websites took that type of &#8220;early internet spirit&#8221; further by creating intricate and animated digital worlds. Websites where considered art during that time. Each website was a space to be unique.<\/em><\/p>\n<p><img decoding=\"async\" src=\"https:\/\/nathalielawhead.com\/noodles\/bimm3\/06.png\" alt=\"\" \/><br \/>\n<em>Link: <a href=\"https:\/\/www.webdesignmuseum.org\/flash-websites\" target=\"_blank\">https:\/\/www.webdesignmuseum.org\/flash-websites<\/a><\/em><\/p>\n<p>I think it\u2019s really important to highlight that the early web movement was so unique (and as a result influential) because this was all so new.<br \/>\nThe rules were not established. The \u201cbest practices\u201d and standards not invented yet.<br \/>\nThere were no templates for this stuff. It grew from the exploration of a medium.<\/p>\n<p>Games still carry a lot of this type of energy, creative curiosity, or vision.<br \/>\nYou can see with most of my examples here, how much story informs purpose. It inspires curiosity.<\/p>\n<p>All that said, if we look past established rules and expectations, that\u2019s what is exciting about video games. We are in no way done inventing ways to deliver good writing in interesting ways, or designing these beautiful mechanics and systems that make a player feel something.<\/p>\n<p>A game is greater than the sum of its parts, and you have to consider all this holistically.<\/p>\n<p>We have this huge space to explore in terms of what it means to bring literature to life.<br \/>\nLiterature is not linear. It\u2019s a space that you can exist in, and the way you layer all these different components (from mechanic, sound, space, text) as ways of conveying a story, is a beautiful wheel to keep re-inventing.<br \/>\nYou HAVE to keep re-inventing it. Standards kill evolution.<\/p>\n<p>For example, In my own work I have two recent projects that I think turned out fairly beautiful.<\/p>\n<p>The first is <a href=\"https:\/\/alienmelon.itch.io\/butterfly\" target=\"_blank\">A Butterfly<\/a>\u2026<\/p>\n<p><iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube.com\/embed\/zd7AUoSveOE?si=2f15pEWuX6OE97_F\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>In <a href=\"https:\/\/alienmelon.itch.io\/butterfly\" target=\"_blank\">A Butterfly<\/a>, you have this main world and you explore that to find pieces of a poem that describe the metaphor for how you exist in that world.<br \/>\nThen you have these other pieces that are conveyed through Bitsy, Decker, or Pocket Platformer games that you can find. These describe the world in a literal sense. They are the fiction of the space, and less about metaphor.<\/p>\n<p>You play both stories at the same time, experiencing the poem, and the fiction, and then both meet at the end.<br \/>\nThe poem is about metamorphosis (overcoming your circumstance), and the story is about letting go of form (as a metaphor for personal death).<br \/>\nSo these two pieces of literature happen at the same time, and tie together at the end of the experience.<br \/>\nIt\u2019s a short experience, made to be an interactive poem.<\/p>\n<p><a href=\"https:\/\/alienmelon.itch.io\/butterfly\" target=\"_blank\">A Butterfly<\/a> was an early attempt for me to (as seamlessly as possible) merge small game engines together into Unreal to give dimension to the narrative.<\/p>\n<p>Which brings me to my big point of this <del datetime=\"2025-11-03T15:19:17+00:00\">talk<\/del> blog post\u2026<\/p>\n<p><em>Why merge game engines?<\/em><\/p>\n<p><img decoding=\"async\" src=\"https:\/\/nathalielawhead.com\/noodles\/bimm3\/07.png\" alt=\"\" \/><br \/>\n<em>Links in this slide&#8230;<br \/>\n* <a href=\"https:\/\/www.wareware.rip\/\" target=\"_blank\">https:\/\/www.wareware.rip\/<\/a><br \/>\n* <a href=\"https:\/\/thecatamites.itch.io\/magic-wand\" target=\"_blank\">https:\/\/thecatamites.itch.io\/magic-wand<\/a><br \/>\n* <a href=\"https:\/\/wwwobble.org\/\" target=\"_blank\">https:\/\/wwwobble.org\/<\/a><\/em><\/p>\n<p>You can benefit a lot from having a general understanding of the smaller indie game engines space, and niche tools that exist out there.<br \/>\nWhatever you can think of, there is likely a tool that (in a very specialized sense) supports that.<\/p>\n<p>Recent examples are ones like <a href=\"https:\/\/www.wareware.rip\/\" target=\"_blank\">ware-ware<\/a>.<br \/>\nThe developers cited thecatamite\u2019s Magic Wand as one of the inspirations for the engine.<br \/>\nYou can definitely see what type of game and aesthetic they\u2019re aiming to enable.<br \/>\nI think this is an interesting case, because the type of game this enables is already so incredibly niche.<br \/>\nThere are other tools that get even more specific than this.<\/p>\n<p>Another recent development is <a href=\"https:\/\/wwwobble.org\/\" target=\"_blank\">Wobble Web.<\/a> A tool similar to <a href=\"https:\/\/mmm.page\/\" target=\"_blank\">mmm.page<\/a> or <a href=\"http:\/\/downpour.games\/\" target=\"_blank\">Downpour<\/a>, Wobble Web empowers people to create and share small websites, directly from your phone. It\u2019s a graphics editor and coding environment.<\/p>\n<p>I mention these because they\u2019re new initiatives, and you can see how incredibly specific either of them are.<br \/>\nThey are very specialized toward a certain use case or genre.<\/p>\n<p>Small game engines like Bitsy, Pico-8, or any others of similar scope make prototyping much easier than if you would prototype in the large tool you use.<\/p>\n<p>For example, prototype basic environment and dialogue interaction in Bitsy. Prototype gameplay in Pico-8. Twine is wonderful for quickly prototyping dialogue trees\u2026<br \/>\nYou can test or iterate a lot faster because you\u2019re not worried about getting basic weird functionality to work in your big engine. Fighting with your engine kills ideas (and there\u2019s always some weird quirky niche bug or issue you run into that can take days) .<br \/>\nIt\u2019s harder to focus on testing ideas in these bigger more complicated environments.<\/p>\n<p>If you test ideas in a small engine, where your intention is to throw the prototype away to move onto building the project in the main tool, then you give yourself space to grow, without falling into bad habits\u2026 there\u2019s often the temptation to keep the prototype and build onto that, which causes issues later.<br \/>\nIt saves time, energy, and keeps you from building onto something that should be moved on from. Prototypes are throwaway. You sketch out interaction, and functionality, then move on from that into your larger project to refine the concept.<\/p>\n<p>Prototyping in small tools encourages you to jam out a lot of different concepts, without being tempted to polish or fixate on details (they&#8217;re small tools, which are already constrained).<br \/>\nIf you have an understanding of engines out there, you can pick ones that best support your specific basic idea, rather than (again) getting stuck struggling to get the same core functionality to work in the bigger engine.<br \/>\nIn my opinion, Pico-8 is probably the best prototyping tool that exists.<br \/>\nIt\u2019s always worth mentioning that Celeste started as a Pico-8 gamejam project.<\/p>\n<p>Having little tools helps test ideas!<\/p>\n<p>Understanding the tools ecosystem also means that you are supporting indie toolmakers.<br \/>\nI think this space is novel because each engine will be good at something specific. With that specific thing comes advantages. If I was to build something like Twine in Unreal, it would take me a lot longer to get to the point where I\u2019m ready to flesh out my actual idea so I can explore it.<br \/>\nIf I prototype the same in Twine first, I can move on to Unreal when I\u2019m confident that I have a solid approach. It\u2019s so important to be able to jam out ideas fast.<\/p>\n<p>So, for context of why I think this is exciting for storytelling in games\u2026<\/p>\n<p>I\u2019ll show you my unreleased game that I\u2019m working on right now:<\/p>\n<p><iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube.com\/embed\/_yr5jiBd7XE?si=nXws_qvMWvqnF-Xg\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>The story here is structured with various small game engines being embedded into eachother (they\u2019re all HTML based, so things like iframe)&#8230; Bitsy is embedded in Twine, and all that is running in Unreal.<br \/>\nBecause they\u2019re HTML they can be made to look like anything with CSS, so there\u2019s really no consistency issue with aesthetics.<br \/>\nUnderstanding how these tools work means I can combine them seamlessly to create this layered dimension in the story that I\u2019m telling.<\/p>\n<p>You interact with this Twine story, and inside that you have Bitsy 3D (or other engines) that act like \u201cillustrations\u201d to what the story is talking about. If you interact with these interactive illustrations you get a closer look into the narrative of the game world. You can go as deep as you want with this. You experience the story in a more traditional way, or you fall down these rabbit holes that elaborate in whatever moment in time you are exploring.<\/p>\n<p>Basically I\u2019m using the specific strengths of these small tools to my advantage by merging them with Unreal.<\/p>\n<p>These smaller tools made exploring these ideas, as well as fleshing out the functionality so much easier than if I was working just in Unreal.<br \/>\nIf I didn\u2019t have these, I would need to have a clear idea of what I want, so I wouldn&#8217;t really be able to experiment to see what would work or not work\u2026<br \/>\nThese tools made layering that type of complex story possible.<\/p>\n<p><iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube.com\/embed\/_yr5jiBd7XE?si=nXws_qvMWvqnF-Xg\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>I could go much further with this concept, like if I wanted it to evolve (now that I know what I want, and I\u2019m guided by some good concepts), I would port all this functionality into Unreal, and make all that work even more cohesively with the core game that I have.<\/p>\n<p>For example, these little interactive-illustration windows, could be actual spaces in Unreal that you explore and play in, all contained in this interesting text wrapper, and you can keep going deeper and deeper. Basically windowing interaction even more.<br \/>\nFor now I\u2019m using all this to structure the story in a compelling non linear way.<\/p>\n<p>I think all this is exciting because when we talk about game story we often use words like \u201cnon linear\u201d. When we say that, we think of branching options, and branching outcomes. We don\u2019t really consider that it can get so much more complex than that.<br \/>\nStory can be this dimensional thing.<\/p>\n<p>You could have layered AND branching. Where a branch leads somewhere, then you have this embedded thing, with it\u2019s own branches too, and you can keep falling down these complicated rabbit holes\u2026<\/p>\n<p>Planning all that structure is possible with understanding these smaller tools. If you understand tools like Bitsy, Twine, Decker\u2026 Then you can combine their functionality together to explore how you want to structure a complex story.<br \/>\nIt saves so much time.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/nathalielawhead.com\/noodles\/bimm3\/08.png\" alt=\"\" \/><\/p>\n<p>Letting players explore a story, rather than carefully guiding them through it, is always much more compelling. We play games because we like to experience them and discover their worlds. It\u2019s special when the fiction is built in a way that empowers players to do that on their own terms.<\/p>\n<p>We can explore concepts beyond these established ways of storytelling in games.<br \/>\nYou can get as weird, complex, layered, and dimensional as you want.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/nathalielawhead.com\/noodles\/bimm3\/09.png\" alt=\"\" \/><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Pictured above: Gamejam pizza! This post is a transcript of a talk I gave at BIMM University, Berlin. Thank you for inviting me! I had a lot of fun sharing :) Links in this slide ~ tetrageddon.com alienmelon.com alienmelon.itch.io mackerelmediafish.com Games make impactful, unique, and complex storytelling possible. I think we have only scratched the surface of what that means, because interactive digital art is such a huge possibility space. It&#8217;s also important to look beyond games, and engage with other digital art, to really understand how broad a spectrum of experiences games are part of. We are really only&#46;&#46;&#46;<\/p>\n","protected":false},"author":1,"featured_media":5861,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/nathalielawhead.com\/noodles\/bimm3\/0.jpg","fifu_image_alt":"","footnotes":"","_links_to":"","_links_to_target":""},"categories":[30,34],"tags":[],"class_list":["post-5860","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-games","category-talks"],"_links":{"self":[{"href":"http:\/\/www.nathalielawhead.com\/candybox\/wp-json\/wp\/v2\/posts\/5860","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.nathalielawhead.com\/candybox\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.nathalielawhead.com\/candybox\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.nathalielawhead.com\/candybox\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.nathalielawhead.com\/candybox\/wp-json\/wp\/v2\/comments?post=5860"}],"version-history":[{"count":11,"href":"http:\/\/www.nathalielawhead.com\/candybox\/wp-json\/wp\/v2\/posts\/5860\/revisions"}],"predecessor-version":[{"id":5872,"href":"http:\/\/www.nathalielawhead.com\/candybox\/wp-json\/wp\/v2\/posts\/5860\/revisions\/5872"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/www.nathalielawhead.com\/candybox\/wp-json\/wp\/v2\/media\/5861"}],"wp:attachment":[{"href":"http:\/\/www.nathalielawhead.com\/candybox\/wp-json\/wp\/v2\/media?parent=5860"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.nathalielawhead.com\/candybox\/wp-json\/wp\/v2\/categories?post=5860"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.nathalielawhead.com\/candybox\/wp-json\/wp\/v2\/tags?post=5860"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}