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Análise aprofundada: criando o conceito do seu jogo

Introdução à narrativa interativa

O que é a narrativa interativa na Dorian e como criadoras transformam histórias em jogos.

Por enquanto, esta aula está disponível em inglês.

Interactive storytelling adds game mechanics to your content so it has replay value, instead of being read once. With interactive storytelling, your fans don't just read, they engage, replay, and support you directly. It's a way to build a community around your work as well as tell a story.

Creating interactive stories on Dorian is a way to reach more fans and earn from your work. (Creator results vary.)

Watch the video above, or read on to learn how to use interactive storytelling to tell your story.

Bar chart titled "The games industry has the highest revenue potential" comparing global revenue: Recorded Music $25.9B, Filmed Entertainment $99.7B, Books $120.1B, and Video Games $192.7B (sources: Statista, Newzoo, IFPI, Motion Picture Association).

What if you could choose what happened to your favorite characters?

That's the fantasy you provide for your fans when you create interactive stories. Your fans get to control their character's actions, desires, sexualities, and tastes through choices that you design.

Film still from Barbie of two characters riding in a convertible through a desert landscape.
Screenplay excerpt from Barbie showing back-and-forth dialogue formatted as a film script.

Here's an example. What if, in a given scene, a character didn't deliver a single fixed line, and instead the player could choose how she reacts?

  • She could react rudely and tell him to stop worrying.
  • She could be sweet and recognize his insecurity.

What other reactions can you think of?

Turn your stories into games

If you're used to writing longform prose, it can be challenging to know when to use narration or description in this format.

Three-panel comparison of a dating sim scene, showing the same red-haired character's dialogue rewritten across screens to be more natural and on-screen.

Remember, Dorian is a visual medium. You don't need to describe settings or characters because they'll be on screen. Imagine you have to make every word count and communicate something essential about your game. A quick-reference guide image on the page summarizes what to watch out for.

Do's-and-Don'ts reference for narration: do use steamy physical sensation and necessary action lines; don't use speech tags, descriptions already shown by art, or lore dumps.

Turning prose into interactive: examples

Below are two popular BookTok-style scenes and how they could be turned into interactive game scenes.

A fantasy meet not-so-cute

Let your character art and dialogue make the first impression.

Italian-edition book cover of Fourth Wing by Rebecca Yarros.

In *Fourth Wing* by Rebecca Yarros, the first scene where Violet meets Xaden Riorson is full of tension and sensual description, but that would be far too much exposition for Dorian. Violet's first line to Xaden could also be a bit more fun.

Prose excerpt from Fourth Wing describing Violet's first tense encounter with the black-haired rider Xaden.

A vast world, with not so many words

Communicate the essential details of your world through dialogue and action.

Book cover of A Court of Thorns and Roses by Sarah J. Maas, with a red-and-gold beast illustration.

*A Court of Thorns and Roses* by Sarah J. Maas starts with a fantastic inciting event, but the author needs the reader to understand a lot about the setting and society to grasp what's happening. You might be tempted to communicate similar walls of text in your game, but on Dorian you can communicate this through interaction and dialogue instead.

Prose excerpt from A Court of Thorns and Roses describing the narrator deciding to leave with the beast.