
Personal journal of Fred Z., veteran game-designer and occasional adventurer. Dedicated to the process of making games, storytelling, and the systems that influence both. (Opinions are solely the author's and do not reflect those of any employer.)
| Platform | Pricing | Only free issues | Publishes | Weekly | |
|---|---|---|---|---|---|
| Issues | 77 | Founded | 2 years ago | Last Issue | 2 months ago |
| Active | |||||

That cutscene was where it all started going wrong. Also, spoilers for a (remake of a) game from nearly thirty years ago, I guess.
I may be the only narrative designer who hates cutscenes.
Like many story- and game-obsessed nerds, I grew...
This is a stupid and frustrating time to be alive.
Being alive is still probably better than the alternative, but don’t quote me on that.
If you’re alert, if you know enough history or economics or just human nature, you can see the path...
Be ready to adjust your story to meet your audience where they’re at.
At the risk of coming across as a “more gamer than thou” sort of dude, I need to explain that I literally grew up playing games with my family. My father would play text...
Ah, character creation. Everyone’s favorite first chance to see how badly they can break a game.
During the development of Fallout 3, one of the side quests I pitched involved the player setting up their own radio station and populating it...
Slight differences in tracking behaviors give the ghosts in Pac-Man have led players to ascribe different personalities to each. As games get even more complex, narratives emerge as we read stories into ever-more complex systems.
Towards t...
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The writers behind this newsletter.
Game designer and accidental adventurer, born in America and living in Europe. Most likely to be found out on a hike, in front of a computer, or in the corner of a bar, giving adventure prompts to anyone who joins for a drink.
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