Telling Stories with Systems

May 12, 2015 602927 Views

When you think of “interactive stories”, you might think about games with branching narratives, like The Walking Dead. But a new wave of games is using systems and random content to deliver wholly unique stories, every time you play.

Support Game Maker’s Toolkit on Patreon – https://www.patreon.com/GameMakersToolkit

Games shown in this episode (in order of appearance):

Life is Strange (Dontnod Entertainment, 2015)
The Wolf Among Us (Telltale Games, 2013)
The Walking Dead: Season One (Telltale Games, 2012)
80 Days (inkle, 2014)
Assassin’s Creed Unity (Ubisoft Montreal, 2014)
Mass Effect 3 (Bioware, 2012)
Heavy Rain (Quantic Dream, 2010)
inFamous (Sucker Punch Productions, 2009)
BioShock Infinite (Irrational Games, 2013)
Civilization V (Firaxis Games, 2010)
XCOM: Enemy Unknown (Firaxis Games, 2012)
Crusader Kings II (Paradox, 2012)
Far Cry 4 (Ubisoft Montreal, 2014)
Middle-earth: Shadow of Mordor (Monolith Productions, 2014)
Westerado: Double Barreled (Ostrich Banditos, 2015)
This War of Mine (11 bit studios, 2014)
Don’t Starve (Klei Entertainment, 2013)
The Sims (Maxis, 2000)
Battlefield Hardline (Visceral Games, 2015)
BioShock (Irrational Games, 2007)
A Way Out (Hazelight, 2018)
Uncharted 2: Among Thieves (Naughty Dog, 2009)

Music used in this episode:

Crosses, José González (Life is Strange)
Clementine Suite (The Walking Dead)
Main Theme (The Wolf Among Us)
Elizabeth Peace (Civilization V)
The Gravewalker (Shadow of Mordor)
Theme (Westerado)
Credits (The Wolf Among Us)

Clip credits:

“Wolf Among Us Woodsman Interrogation” – Blue Sandvich
https://www.youtube.com/watch?v=6TBTDxfgil0

“BioShock Infinite: The Making Of” – PlayStation Access

Contribute translated subtitles – https://amara.org/v/C3BFw/

Leave a comment

Your email address will not be published. Required fields are marked *