the archive
- 2024-05-14 interactive flashbacks
 - 2024-05-12 sunday prompt #1 - memory swap
 - 2024-05-10 probabilistic foreshadowing
 - 2024-05-07 natural selection of translations
 - 2024-05-06 show me the numbers!
 - 2024-05-05 i don't care, i love it
 - 2024-05-04 translation is not localization
 - 2024-05-03 the unavoidable cost of interactive fiction
 - 2024-05-02 llm storytelling in 2024
 - 2024-05-01 second person
 - 2024-03-14 character vs. player
 - 2024-03-13 hello, emotions? where are you?
 - 2024-03-12 NarraScope 2024
 - 2024-03-11 solid new grounds via negativa
 - 2024-03-08 try not to break the fictive dream
 - 2024-03-07 sorting gameplay
 - 2024-03-06 dynamic three-act structure
 - 2024-03-05 nice outfit, you look like a gardener
 - 2024-03-04 other hidden nonlinearities
 - 2024-02-29 interactive storytelling and its nonlinearities
 - 2024-02-27 beware of the filler endings
 - 2024-02-26 linearity is unavoidable
 - 2024-02-25 iterative and incremental
 - 2024-02-23 the anchor and the hooks
 - 2024-02-22 signposting character traits
 - 2024-02-21 my stance on 'AI'
 - 2024-02-20 choose your own story beats
 - 2024-02-19 the objective
 - 2024-02-09 main character's background
 - 2024-02-08 the programmer writer
 - 2024-02-07 and a pinch of chaos, please
 - 2024-02-06 user investment in branching narrative
 - 2024-02-02 my problem with voice acting
 - 2024-01-31 truly branching narrative
 - 2024-01-29 last words on Stray Gods
 - 2024-01-26 interactive musical
 - 2024-01-25 poor design decisions in Late Shift
 - 2024-01-24 distance between player and designer
 - 2024-01-23 a rhyzome of game narrative archetypes
 - 2024-01-22 telepathy and narrative agency
 - 2024-01-09 time off
 - 2024-01-07 writing endings that are not lame
 - 2024-01-06 interactive planners vs interactive pantsers
 - 2024-01-05 limits for ease of writing interactive stories
 - 2024-01-04 dating sims are the new zombies
 - 2024-01-03 Emily Short's Dialogue Expressiveness in Mask of the Rose
 - 2024-01-02 writing interactive games because we can
 - 2024-01-01 happy new year!
 - 2023-12-24 the cake and the rhizome in the wild
 - 2023-12-23 gameplay and plot devices
 - 2023-12-21 and it was exhausting
 - 2023-12-20 character arcs
 - 2023-12-19 writing npcs
 - 2023-12-17 the handstand walk
 - 2023-12-16 re: games & numbers
 - 2023-12-15 enframing writers
 - 2023-12-13 overbored!
 - 2023-12-11 eat your own food
 - 2023-12-10 probability and state
 - 2023-12-09 intrinsic vs extrinsinc
 - 2023-12-08 slay the praise
 - 2023-12-07 slay the state
 - 2023-12-06 slay the repetition
 - 2023-12-05 slay the numbers
 - 2023-12-04 slay the ethics
 - 2023-12-03 slay the princess
 - 2023-12-02 a playtesting session
 - 2023-12-01 frustrating results
 - 2023-11-30 taming the rhizome
 - 2023-11-29 rhizomatic time loops
 - 2023-11-28 rhizomatic foreshadowing
 - 2023-11-27 going back to the start
 - 2023-11-26 re: stretching & wildcards
 - 2023-11-25 silent evidence
 - 2023-11-24 open re: playtest! playtest! playtest!
 - 2023-11-23 playtest! playtest! playtest!
 - 2023-11-22 open response about yesterday's email
 - 2023-11-21 the binary branch frustration
 - 2023-11-20 game over?
 - 2023-11-19 zero sum reputation systems
 - 2023-11-18 the rhizome is here to stay
 - 2023-11-17 interactively tangled
 - 2023-11-16 about players making sense
 - 2023-11-15 don't run into the woods
 - 2023-11-14 talking in code: state
 - 2023-11-13 talking in code: variables
 - 2023-11-12 no choice
 - 2023-11-11 the challenge