Lore and worldbuilding have the power to ignite passion in players and fuel an immersive experience. At their best, lore-driven games create a sense of mystery and discovery that motivate players to explore each part of the world. However, some recent games have exploited lore and ambiguity primarily as a marketing tactic, rather than using it to enhance gameplay or build meaning. This phenomenon highlights the need for more balanced, player-centered design. When developers commit to transparency and ethical practices, lore can be used to strengthen community trust and craft impactful stories. But that depends on valuing immersion and artistry over profits alone. We’ll dive into the history of lore focused games, what happened and where to go from here. This is all inclusive of the entire indie scene, even if there’s a heavy emphasis on mascot horror. It makes the best example and we’ll avoid referencing mascot horror to…
You can make an analogy that a game of Dungeons and Dragons or Vampire the Masquerade or any table top RPG is actually like a 4v1 game like Dead by Daylight except it can be more or less players depending on your group. This asymmetrical dance has the dungeon master as the one responsible for keeping everyone’s attention and guiding the events of the game while the players fight against their machinations in a world they’ve either created or borrowed from a wealth of wonderful artists. There’s so much information out there on the many ways to craft stories and many stories to borrow from that are engaging and today we’re not talking about the specific stories; we’re talking about getting the players invested into the story. That starts with a few things. Ignore Popular Advice I usually love popular advice for many reasons; if it works for enough people…