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Dear Edna

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Edna's brother has left her a project to show her how to not be lonely when alone... 

An early experiment with how narrative and gameplay can come together to create a meaningful experience. 

Similarly to Jin's Spring Cleaning, I had 2 weeks to develop this project.

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This was my first attempt at integrating a deep narrative into the gameplay, as well as writing riddles that helped said narrative flow. As this was a first for me, I simply used a technique I use most of the time with creative writing: start writing and edit afterwards. What I would have done differently with this prototype is lay out the narrative sequentially in a mind-map and spent the time tying it in with the gameplay to make a richer, cleaner narratively driven game. It might have helped me write the riddles more coherently. 

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Play-testers did report having difficulty in understanding how the riddles should be solved. Which in some cases, players decided to simply item bash. 

In future, a simple and clear introduction, and perhaps a hint option, would prevent this issue. 

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BECCA STEVENS

Developing skills in narrative design with experience in game production and development, and a strong interest in detailed and meaningful experiences.

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