NARRITIVE DESIGN

the bridge between gameplay and story

Thoughts

Narrative design is often overlooked in live-ops games, considered secondary or just some background text to fill a page.


I see it very differently. An engaging game is, at its core, a story. A good game designer should use the mechanics and systems to draw players into the game’s world, making the experience truly immersive.


I consider myself a cultural learner, with a deep passion for history and mythology. When designing systems or events for Mythic Heroes, I always start by connecting the mechanics I want to create with elements from mythology.


For instance, I’ve used inspirations like the Pantheon, Valhalla, the Hades, and Ragnarok. It’s more than just giving names to things—it’s about carefully crafting an atmosphere that makes these elements feel alive and engaging in every detail.

Hades Hell

The “Greek Ten Hells” is a combat system I designed for Mythic Heroes. The core mechanic itself is not complex; it’s a tower-climbing system where the difficulty increases with each map. I envisioned players going through trials, much like Dante’s journey through the ten layers of Hell in The Divine Comedy. So, I designed each layer of Hell with its own unique combat mechanics.


In the River of Wrath, players take periodic fire damage. In the River of Forgetfulness, you occasionally “forget” to use skills. At the entrance to the Underworld, you face the giant three-headed dog, and in the Maze of the Night Goddess, you temporarily lose your vision.

As players progress through this journey, they are immersed in an exploration of Greek underworld mythology.


Now, imagine if I had just randomly tweaked some values in an Excel sheet and placed monsters arbitrarily—the core mechanics wouldn’t change much, but the player’s experience would be completely different.

Communicate With the Team

When you have a story in mind, how do you communicate it to other team members to help bring those ideas to life?


This is a small excerpt from a cultural background spec I provided for our art team, which included many reference images I had gathered, along with the atmosphere I hoped to convey. Our art director really appreciated these documents, as they provided a lot of inspiration for him.