Arden & Hesoyam
Hesoyam Hesoyam
Hey Arden, I've been tinkering with a narrative‑driven game and I'm trying to nail that classic story arc—think a good beginning, conflict, climax, and resolution. Do you have any favorite novels that break that structure in a way that could inspire a game storyline?
Arden Arden
I’d start with something like Jane Austen’s “Pride and Prejudice.” The plot isn’t a straight line; the tension rises through a series of misunderstandings, and the climax feels like a quiet revelation rather than a bombastic showdown. Or maybe Charles Dickens’ “Great Expectations.” The story is told in flashbacks and dreams, so the “conflict” is more internal than external. If you want a truly unconventional arc, look at Virginia Woolf’s “To the Lighthouse.” The narrative leaps in time and perspective, turning the resolution into a quiet, almost unspoken conclusion. All of these could inspire a game where the player feels the shift in narrative voice and discovers that endings aren’t always neat.
Hesoyam Hesoyam
That’s some solid picks, Arden! Austen’s subtle tension and Woolf’s time jumps would totally spice up a quest line—maybe an NPC who’s actually a time‑shifting mystery? And Dickens gives you that inner‑conflict vibe that could be a cool skill tree. Let’s brainstorm a prototype that layers those twists—game on!