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Posts by Articy Draft

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The Making of Match 3D — Deconstructor of Fun Breaking down the Match 3D puzzle genre and its market leaders

A deeper look at the Match 3D puzzle genre from its inception all the way to becoming one of the hottest spaces in mobile amassing over $1B in IAP: www.deconstructoroffun.com/blog/the-mak...

4 days ago 1 0 0 0
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Narrative Complexity in Story-Driven Games: Understanding the Production Risk Modern games rely on branching narratives and reactive storytelling. This article explains how narrative complexity grows during development and why it can become a hidden production risk for game…

Narrative complexity is what makes story-driven games great.

But when teams lose visibility into branching dialogue, quest dependencies, and narrative systems, complexity turns into production risk.

Read the full article:
www.articy.com/en/narrative...

6 days ago 0 0 0 0
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Narrative problems rarely appear as narrative problems.

They show up as late rewrites.
Broken localization context.
VO sessions full of last-minute changes.
Designers hard-coding story logic just to ship.

By then, narrative complexity has already become a production risk.

1 week ago 0 0 0 0
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How can your game win the 'attention war?' Turn to storytelling Narrative complexity—through narrative systems and the written word—can do more for retention than any dark pattern.

An interesting article advocating for complex storytelling that challenges players as a tool for grabbing and retaining their attention: www.gamedeveloper.com/design/how-c...

1 week ago 0 0 0 0
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There’s a subtle but important shift that happens when narrative becomes data instead of just text.
Relationships become visible.
Dependencies become trackable.
Changes become safer.
This doesn’t make narrative less creative.
It makes it more resilient.

3 weeks ago 1 0 0 0
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Writer vs. Reader: From Allegiant to Seek the Traitor's Son a reflection on revision

In this article Veronica Roth talks about the differences between what the writer needs and what the reader needs when it comes to books but many of the insights also ring true for games.
An interesting read: veronicaroth.substack.com/p/writer-vs-...

3 weeks ago 0 0 0 0
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Narrative doesn’t break when it’s written.
It breaks when it’s implemented: when dialogue, logic, conditions, and consequences need to survive iteration, collaboration, and change.
That’s where documents stop being enough.

1 month ago 0 0 0 0
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Making the case for strong (human) narrative editors Three GDC 2026 microtalks on the editing process for narrative design highlight the need for human editors and strong empathy.

An interesting article exploring the need for strong narrative editors: www.gamedeveloper.com/design/makin...

1 month ago 1 0 0 0
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Most teams don’t lock narrative early because they want to.
They do it because:
– changes feel risky
– dependencies aren’t visible
– downstream teams need stability
The real issue usually isn’t ambition.
It’s the lack of systems designed to support narrative change across production.

1 month ago 0 0 0 0
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Game writers at Game Developers Conference 2026 — ready to write under pressure?

Tonight the legendary Write Club Party is back at Johnny Foley’s.
Live prompts.
Live writing.
Live judging.

Needless to say we're a proud sponsor.

May the best writer win!

1 month ago 1 0 0 0

Write fast. Make the crowd laugh. Try to survive the judges.

We’re excited to support the GDC Game Writing SIG Write Club Party again this year. Proud that articy:draft X gets to sponsor one of the most chaotic (and fun) traditions of Game Developers Conference 2026.

Have fun at Johnny Foley’s! 🍻

1 month ago 1 0 0 0
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Structure is often misunderstood as a creative limitation.
In reality, structure is what makes narrative flexible.
It lets teams iterate, collaborate, and adapt without losing context or consequences.
The more complex the story, the more structure it needs— to protect creativity, not restrict it

1 month ago 0 0 0 0
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Hay Day With a To-Do List: How Focus Friend Cracked Productivity Retention - Deconstructor of Fun How Focus Friend used game-style progression to crack productivity retention.

What can designers learn from a productivity app?

This breakdown of Focus Friend shows how task management borrowed progression loops from farming games to crack retention.

www.deconstructoroffun.com/blog/2026/2/...

1 month ago 1 0 0 0
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Narrative doesn’t belong to one role. When narrative tools isolate writers instead of connecting teams, collaboration breaks exactly where it matters most: during change.
Good narrative systems don’t just store story.
They keep everyone aligned as it evolves.

1 month ago 0 0 0 0
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Why Cairn's prickly protagonist serves a powerful purpose In this new Narrative Notebook column, we'll dive into great inspirations in video game storytelling, like Aava, the protagonist of Cairn.

Not every protagonist needs to be likable. But they do need to be intentional.

This breakdown of Aava in Cairn shows how character friction can strengthen theme and player experience.

Designing complex characters requires clarity across the narrative.

www.gamedeveloper.com/design/cairn...

1 month ago 1 0 0 0
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Locking narrative early isn’t a creative choice.
It’s often a production survival tactic.
Narrative tools shouldn’t just help you write.
They should help you change your mind safely.

2 months ago 0 0 0 0
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Resident Evil Requiem shows how sequels can drive sales of previous releases Analyst data indicates targeted promotions following sequel announcements can bolster performance of catalogue titles

Can announcing a new game in a franchise spark interest in older titles?
www.gamesindustry.biz/resident-evi...

2 months ago 1 0 0 0
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We talk a lot about technical debt.
Narrative debt gets far less attention.
But it behaves very similary:
Small compromises pile up.
Context gets lost.
Changes become harder and more expensive
The tricky part is narrative debt often stays invisible until late production—when fixing is most painful.

2 months ago 0 0 0 0
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Protecting Yourself While Making a Sad Game | IGDA Game Writing SIG Guidance for creators developing emotionally heavy games, particularly those based on personal trauma, with lessons learned from making a game about loss.

Great tips from Heidi McDonald for creators developing emotionally heavy games with lessons learned developing a game about loss: www.game-writing.com/posts/protec...

2 months ago 0 0 0 0
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Narrative problems rarely show up as narrative issues.
They show up as late rewrites, broken context for localization, VO sessions full of last-minute changes, or hard-coded story logic just to keep things moving.
By the time teams notice, narrative complexity has already turned into production risk

2 months ago 0 0 0 0
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Building Forever Franchises: 13 Years of Lessons from Zynga's EVP Studios, Yaron Leyvand - Deconstructor of Fun How Zynga built and builds games that never die

An interesting interview on building games that last with lessons from Zynga's EVP Studios:
www.deconstructoroffun.com/blog/2026/1/...

2 months ago 0 0 0 0
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Writing in multiple languages doesn’t have to mean more chaos.
Keep all your narrative text, VO notes, and states in one place with #articydraft . Track what’s final or outdated, and export only what’s needed.
Less spreadsheet ping-pong, more time shaping the story.
Try it free articy.com/free

2 months ago 0 0 0 0
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How game storytelling needs to be done differently in VR Coatsink's narrative director Jon Davies explains why immersive technology demands a different approach to in-game narrative

An interesting article on the unique challenges when storytelling for VR: www.gamesindustry.biz/how-game-sto...

2 months ago 0 0 0 0
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Ever wished your story objects just knew what they needed?
Stories grow. Systems should grow with them. Use Templates articy:draft to shape project-specific properties once, then reuse and tweak them as your narrative evolves. Flexible, modular, and made for iteration when ideas inevitably change.

2 months ago 0 0 0 0
The Making of Disco Elysium - Part Three: Writing
The Making of Disco Elysium - Part Three: Writing Support us on Patreon (get perks!) ► https://www.patreon.com/noclip or Join Noclip on YouTube (similar perks!) ► https://bit.ly/3nH3FUf SUBSCRIBE for More Free Game Docs ►…

Part Three of The Making of Disco Elysium is live
This episode dives into writing, with the team sharing how they shaped characters and narratives in articy:draft—from first concepts to final drafts.
www.youtube.com/watch?v=fpjH...

3 months ago 0 0 0 0
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CraftCraft Case Study – Building Cozy RPG Narratives with articy:draft Discover how Placeholder Gameworks used articy:draft to manage characters, dialogue, and reactivity in CraftCraft, a cozy RPG merchant sim focused on meaningful choices.

What does it take to keep a cozy RPG full of characters, choices, and reactivity on track?

We talked with @placeholder.games about CraftCraft and their narrative workflow in articy:draft.

www.articy.com/en/showcase/...

Big thanks to Oak and Leene for the insights.

3 months ago 0 0 0 0
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Exploring new story ideas without losing track of your branches?
The Flow Editor in articy:draft X lets you shape non-linear narratives visually, with nested flows, quick branching, and links that keep context close. Clear structure, creative freedom. #gamedev

3 months ago 11 2 0 0
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Every branching narrative starts with a single choice.
This year, it might be a character, a question, or a quiet moment you want players to remember.
Wherever you’re beginning from, it’s a good place to start.

3 months ago 1 0 0 0
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3 months ago 0 0 0 0
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Happy Holidays from Articy!
Thank you for sharing your stories, worlds, and wild ideas with us this year.
Whether you shipped a game, rewrote a scene for the tenth time, or just sketched something new — we’re grateful to be part of your journey.

Wishing you cozy days and creative sparks!

3 months ago 0 0 0 0
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