The art of game writing in ’non-narrative’ games ft. Emma Kidwell and Harrison Pink

Video game writers and narrative designers are gaining overdue recognition in the industry after two decades of fighting for validation of their craft. Historically treated as secondary concerns in game development, writers are now acknowledged as essential contributors to game design.

In a recent conversation, senior editor Bryant Francis interviews narrative designer Harrison Pink and game writer Emma Kidwell to explore the nuanced work of crafting compelling narratives in games that don’t center narrative as their primary focus. This discussion highlights an important evolution in how the industry approaches game writing.

The rise of successful franchises like The Last of Us, Life is Strange, A Plague Tale, and Control—which effectively balance sophisticated storytelling with polished gameplay—has demonstrated that strong writing can be a core pillar of game design rather than an afterthought. These successes have validated the work of game writers and shown that narrative elements, even in non-narrative-focused games, significantly enhance player experience and critical reception.

This shift reflects a broader recognition within game development that writers contribute essential artistic value to projects, elevating games from mechanics-focused experiences to fully realized works.

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