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Game Narrative Kaleidoscope Podcast

Game Narrative Kaleidoscope Podcast

inkle 26 Episodes Oct 21, 2026

Jon Ingold from inkle and Sagar Beroshi from The Chinese Room host a podcast about interactive storytelling. They talk with contributors to the Game Narrative Kaleidoscope collection about the craft of writing for games and narrative design. Each episode focuses on the challenges and techniques behind creating branching stories and player-driven experiences.

Episodes

Episode 35: Seva Khusid
Episode 35: Seva Khusid Oct 21, 2026 Simulations, Questions, Dialogues Academic and game writer Seva Khusid (Harvest of Names) joins us to talk about the balance between what we simulate, and what we pass over to the player to simulate for us. Does narrative work best when it's outside of the system? How do we balance understanding the system of a game, and being in it? And are all games, ultimately, destroyed by us trying to break t
Episode 34: Alex Epstein
Episode 34: Alex Epstein Oct 14, 2026 Translucent Lies and other "Dirty Narrative" Techniques Narrative designer and screenwriter Alex Epstein (We Happy Few, South of Midnight) about gaps, lies and narrative tricks that make our worlds feel bigger than they are - especially other characters who lie. How do make players feel safe, if no one in the world can be trusted. How do we teach players to read between the lines when ch
Episode 33: Bertine van Hövell
Episode 33: Bertine van Hövell Oct 7, 2026 Biographies: The Quick and Dirty Way Bertine van Hövell (Old Skies, Stellaris) talks to us about creating characters for LARPs by creating their biographies. How can adding a contradiction to a person's backstory spice up a character and give a steer on roleplaying that character? And how do we bring that idea over into a computer game, where the player has no one to judge or feed off their perfor
Episode 32: Julia Minamata
Episode 32: Julia Minamata Sep 30, 2026 Why I Love Text Parsers We talk with Julia Minamata (The Crimson Diamond) about the joys of implementing a text parser-based game in the 2020s - but also about creativity as a process and craft as hard-work with no shortcuts. How do we find our way through a project when we don't know where we're headed? And how do we welcome players into a game that's unlike anything they've played before? For mo
Episode 31: Josh Labelle
Episode 31: Josh Labelle Sep 23, 2026 Set-ups, Attempts, Complications and Pay-Offs We're joined by Josh Labelle (Disney Dreamlight Valley, Kim Kardashian's Hollywood) to talk about the bare bones of what makes a story - and how that plays out over episodes and seasons of a live-service game with a hugely invested fanbase. How much do we play to expectations, and how much do we play against them? And how do we tell when a story is hoo
Episode 30: Pedro Giglio
Episode 30: Pedro Giglio Sep 16, 2026 Blending In by Standing Out Pedro Giglio (Town of Zoz, Cobra Kai 2) joins us to talk about bringing local detail to a global market. How do we adjust our material to make sure it connects with people from different cultures? And how do we broaden the audience's understanding of the world without being seen as being worthy? We chew over the balance of humour and specificity that lets us go big, bro
Episode 29: Adriana Jacobs
Episode 29: Adriana Jacobs Sep 9, 2026 Poems Make Games Better Adriana X. Jacobs is an Associate Professor of Hebrew Literature, and also a game writer and designer. This week she talks to us about the use of poetry in games: the use of text and spoken performance to slow the player down and draw them deeper into the world of the game, in a way that more immediate world-building can't always achieve. But does it need to appeal to every
Episode 28: Josh Boykin
Episode 28: Josh Boykin Sep 2, 2026 Choose Yourself We're joined by Josh Boykin (Lancer Tactics) to talk about how we bring ourselves into the work that we do - especially in a world full of injustice and very real political risk. How does being vunerable lead us to tell better stories? And how do we make sure we stay on the right narrative path when faced with so many conflicting goals and pressures? For more info the GNK book, and
Episode 27: Emma Kidwell
Episode 27: Emma Kidwell Aug 26, 2026 Your AAA game should be more mundane We're joined by Emma Kidwell (Civilisation VII, Midnight Suns) to discuss the quieter, mundane moments that make a blockbuster game sing, by bringing out the humanity of the characters and realities of their world. How do we structure the story to allow for these moments? And how important is the player's choice of whether or not to engage? For more info the GN
Episode 26: Graham Walmsley
Episode 26: Graham Walmsley Aug 19, 2026 Let’s make an 80 Days tabletop roleplaying game We're joined by TTRPG designer Graham Walmsley (Cthulu Dark, Cosmic Dark) to discuss his approaches to creating table-top games. How do we create a coherent world when don't have control? How do we know when our mechanics are working? For more info the GNK book, and to buy, visit the website: https://www.inklestudios.com/kaleidoscope/ Music by Lauren
Episode 25: Jill Scharr
Episode 25: Jill Scharr Aug 12, 2026 You're Not a Bad Writer, You Just Don't Get the Assignment When writers join a project, they're not always fully aligned with that project's tone and style - sometimes, it hasn't even been defined yet. Today we talk with Jill Scharr (Destiny 2, The Lamplighters League) about that crucial process of getting aligned with the game, the vision and the team. How do we promote good on-boarding for new w
Episode 24: Pietro Polsinelli
Episode 24: Pietro Polsinelli Aug 5, 2026 A Simple Pawn A wide-ranging and fascinating conversation with writer and narrative designer Pietro Polsinelli (Football Drama, Becoming Saint) about writing games embedded in history, developing from the theme outwards, the importance of testing, and lessons that games writers can take into wider artistic contexts. For more info the GNK book, and to buy, visit the website: https://www.inklestudio

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