Video game narratives are hard. How your story is presented with the addition of audience participation can cause what seem like particularly simple ideas and descriptions to take on ever more complicated readings. It can be especially tough for games in the roguelike space, given that they are meant to be difficult and played multiple times through. A third act twist or using random encounters while also attempting to build a world can be difficult to pull off, and the wrong mix of randomized narrative beats can give a stark first impression. The Waypoint Radio crew discuss this with regards to the new roguelike deckbuilder Nowhere Prophet, check back in on Night Call, and take a brief dip in the question bucket. You can listen to the full episode and read an excerpt below.
This is a companion discussion topic for the original entry at https://www.vice.com/en_us/article/wjvvdz/the-perils-of-storytelling-in-roguelikes