ABSTRACT

The goal with The Church in the Darkness is to tell a very specific story through a very specific game. The story I wanted to tell had multiple sides, and I thought it would benefit from a dynamic narrative system. Though we invite the player into the creation of the story more than we possibly could on a linear story on the same subject, it was still conceived as a very authored experience. Our goal was not to create a complex procedural storytelling system that could be used for any number of games but instead one that would change enough for players to notice and that would help us tell the story we wanted to tell. The Church in the Darkness. https://s3-euw1-ap-pe-df-pch-content-public-p.s3.eu-west-1.amazonaws.com/9780429488337/6c03980b-ab06-467a-8901-a8d8f0b0b933/content/fig14_1.jpg"/>