Molly Maloney & Eric Stirpe

Published: Feb. 1, 2019, 1 a.m.

It's 2019 and we've got Molly and Eric here to talk about how choose your own adventure is the dominant influence on interactive narrative at the moment, choice timers, the marriage of writing and narrative design, working relationships, players forgiving bad writing more than bad narrative design, what made Telltale work, finishing a project and feeling like you just spent a lot of time making an asset for somebody else, Bandersnatch (SPOILERS), the problem of having \u201cgood\u201d and \u201cbad\u201d endings in branching narratives, fail states, making people feel like their choices matter, obfuscating branches from players, and what makes a good choice.