'Fallen London' and the secret to writing an infinite gothic game

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Writing a video game is nothing like penning a novel. But writing a never-ending, nonlinear, text-driven video game about a hellish alternate London stuffed with gothic intrigue and nearly a decade of backstory? That's a different beast altogether.

"Novels follow protagonists, but in
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, the protagonist is the player, and they're a mystery to us," Failbetter Games narrative director Chris Gardiner says. "While we know some things about them -- mostly the decisions they've made in the game -- there's still a lot we can't assume. Novels have a plot; there's no spinal plot to Fallen London, no single story we're telling and will finish. We're exploring a setting, establishing its status quo, then letting the player kick bits of it over. Novels are complete, while Fallen London is a living game. We add new stories and events to it constantly."

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