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A narrative system should do more than store the story. It should help teams experience, test, communicate, and iterate ...
08/10/2026

A narrative system should do more than store the story. It should help teams experience, test, communicate, and iterate on it.

The Presentation View in articy:draft X brings those activities into the narrative workflow.

Teams can play through branching paths, inspect how conditions and variables affect the experience, switch between project languages, hear available voice-over, and save specific story journeys for review and discussion.

That makes it easier to look at narrative as something that needs to be tested and communicated across production—not just written and documented.

This tutorial walks you through the Presentation View, including journeys, variable states, debugging, localization, and VO.

Learn how it works:

Test story flow and logic with the Presentation view

An interesting article arguing that while controlling a lot in an RPG is good, controlling absolutely everything is not ...
06/10/2026

An interesting article arguing that while controlling a lot in an RPG is good, controlling absolutely everything is not desirable:

During a recent interview, Pentiment director Josh Sawyer spoke about the importance of not ceding total control to RPG players.

When narrative becomes more complex, context matters.You shouldn’t have to jump between documents just to see the story ...
01/10/2026

When narrative becomes more complex, context matters.

You shouldn’t have to jump between documents just to see the story and the data that drives it. In articy:draft X, synchronized panes and the Property Inspector let you keep the wider narrative context in view while working directly with the properties behind individual dialogue elements.

That means you can move through a conversation while adjusting things like camera angles, monitoring variables, or following localization—without losing your place in the flow.

It’s a small workflow principle with a bigger implication: professional narrative production depends on keeping story, structured data, and implementation connected.

Learn how it works in this tutorial:

The Property Inspector allows to get different views on objects

An interesting article exploring how in a time where blast games were generally falling behind, Toon Blast managed to gr...
29/09/2026

An interesting article exploring how in a time where blast games were generally falling behind, Toon Blast managed to grow:

How did Toon Blast grow its ARPDAU while every other blast game was falling off a cliff?

What happens when narrative logic becomes part of the system behind your game?Branches, conditions, variables and state ...
24/09/2026

What happens when narrative logic becomes part of the system behind your game?

Branches, conditions, variables and state changes can quickly turn a simple story into a complex production challenge. Treating that logic as part of the narrative design from the start makes it easier to iterate, collaborate and keep track of how everything connects.

This tutorial introduces the basics of scripting in articy X, showing how scripting can be used to build more dynamic narrative systems and manage the logic behind them.

A useful starting point for anyone looking beyond writing individual scenes and thinking about how narrative works as a system.

Story logic and controlling interactivity with scripting

What are you learning about narrative production that other people in the industry should hear?InErGa is currently looki...
22/09/2026

What are you learning about narrative production that other people in the industry should hear?

InErGa is currently looking for speakers to contribute to its conference programme. If you have experience, research, ideas, or hard-earned lessons to share around narrative, games, or interactive storytelling, this is a great opportunity to bring them to a wider audience.

We’re happy to amplify the call and encourage narrative professionals, designers, writers, researchers, and others working at the intersection of story and production to take a look.

Find out more about InErGa and the call for speakers:

InErGa: Germany's conference for narrative design, game writing and interactive storytelling in games. 27–28 November 2026 in Leipzig.

Narrative complexity isn’t just about the number of dialogue lines. It’s about keeping the information that supports a p...
17/09/2026

Narrative complexity isn’t just about the number of dialogue lines. It’s about keeping the information that supports a project connected as it evolves.

It’s also about all the supporting material that helps a team understand and build the world. Assets can be more than images attached to a character or location. In articy:draft X, teams can connect concept art, reference documents, character visuals, and other media directly to the narrative objects they belong to—giving everyone the context they need without searching through scattered files.

And when an asset changes, you don’t have to manually track down every place where it’s used. Updating the source can update its use throughout the project.

That’s just one difference between simply storing narrative-related files and building a shared system for managing narrative complexity across production. It’s a small part of the bigger picture—but keeping the pieces of your narrative work connected is what makes complex projects easier to navigate.

Learn the basics of working with assets in articy:draft X:

What are Assets and how to use them?

What happens when a narrative twist doesn't just surprise the player, but changes their relationship with the game?In in...
15/09/2026

What happens when a narrative twist doesn't just surprise the player, but changes their relationship with the game?

In interactive narrative, players don't simply observe a character's decisions. They make choices, follow objectives, gather information, and build an understanding of the world through action.

That's why a twist can do more than change what we think about the story. It can change how we feel about the role we were playing within it.

In this article, Greg Buchanan uses Heavy Rain to explore the difference between being tricked and being cheated, and what that means for player agency, empathy, and trust.

It's a useful reminder that interactive narrative isn't just about what information the player receives. It's about keeping character knowledge, player knowledge, choices, and narrative logic working together.

For professional narrative teams, that's where complexity starts to become a systems problem.

Read Greg's full article:

sometimes, I think, I actually want to be a piece of food spat out from a throat. an article on how plot twists in game writing can delight or feel like cheating, and the easily breakable bond between players and characters.

“Can we lock the story now?”It sounds like a reasonable production question. But what if it’s actually a warning sign?Na...
10/09/2026

“Can we lock the story now?”

It sounds like a reasonable production question. But what if it’s actually a warning sign?

Narrative is supposed to change as gameplay, systems, VO, localization, QA and the rest of production evolve. When teams start treating narrative changes as dangerous, the problem may not be the narrative—it may be the workflow supporting it.

As narrative complexity grows, a single dialogue change can ripple through quests, logic, cinematics, VO, localization, save states and QA. Without visibility into those connections, teams lose confidence in their ability to absorb change safely.

The result? Instead of making the system better at handling complexity, teams start restricting iteration.

Our article looks at why that happens—and why healthy narrative systems should be designed to expect change, not fear it.

Read more: https://www.articy.com/en/why-teams-lock-narrative-early-and-why-thats-a-red-flag/

Many game teams lock narrative early to reduce risk—but that often signals fragile production workflows. Learn why narrative complexity is a production problem and how structured systems help teams adapt safely.

What happens when your narrative grows beyond what disconnected tools and spreadsheets can comfortably manage?For Dark S...
08/09/2026

What happens when your narrative grows beyond what disconnected tools and spreadsheets can comfortably manage?

For Dark Sail, the answer was to build a dedicated narrative production pipeline.

Their game, Silence, Exile, and Cunning, combines tens of thousands of words with branching dialogue, conditional story situations, item combinations, hotspot interactions and game logic.

The team uses articy:draft X as a central, versioned narrative data layer — connecting characters, dialogue, objects, conditions and logic, while keeping that layer independent from the rendering engine.

They even built a custom Unity scripting engine on top of it.

The result isn't simply a place to write the game's story. It's an authoring and data layer that helps a small team structure, iterate and manage narrative complexity throughout development.

In our latest showcase, Dark Sail walks us through their approach — and shares some valuable advice for any team building a narrative-heavy game.

Read the full showcase to see how their narrative pipeline works: https://www.articy.com/en/showcase/silence-exile-and-cunning/

See how Dark Sail used articy:draft X as a central narrative data layer for Silence, Exile, and Cunning, connecting branching dialogue, game logic, characters, objects, and Unity in a scalable production workflow.

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