
225 - Gaming Narratives: Power and Pitfalls in Interactive Storytelling - Feat. Chris - Part 2
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In the second half of our conversation with Chris on writing in games, we dive even deeper into how writing has evolved across the gaming industry. From the early days of text-based adventures to cinematic storytelling powerhouses like God of War and Baldur's Gate 3, we explore what makes game writing work.
We touch on the layered history of iconic characters like Lara Croft and James Bond, and how their portrayals reflect broader societal shifts. Is Lara’s journey just about tomb raiding, or does it say something deeper about class, identity, and representation? Why does 007's timeless charm continue to appeal?
Don't miss:
- How good writing transformed a rage machine into a compelling father figure in God of War.
- Marvel-style quippiness is invading game scripts - good or bad?
- Can dialogue be Shakespearean in a game about space marines?
If you care about how stories are told in games—whether through dialogue, narrative structure, or absence thereof—this one’s for you.
Links and Mentions:
- Baldur’s Gate 3
- The Witcher
- Disco Elysium
- Tomb Raider (Classic to Modern Trilogy)
- God of War (2005 & 2018)
- Uncharted
- The Last of Us
- Forspoken
- Warhammer 40K and the Horus Heresy books
- Lutin (YouTube channel)
Join the conversation:
Do you think quippy dialogue ruins a game? Can a storyless game still be good? Let us know your thoughts and stay tuned for more deep dives.
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