Entrance Chat Gallery Guilds Search Everyone Wiki Login Register

Welcome, Guest. Please login or register. - Thinking of joining the forum??
March 17, 2026 - @525.98 (what is this?)
Activity rating: Two Stars Posts & Arts: 18/1k.beats Unread Topics | Unread Replies | My Stuff | Random Topic | Recent Posts Start New Topic  Submit Art
News: It's the silly things you'll remember :trash: Guild Events: Winter Bird Watch

+  MelonLand Forum
|-+  Virtual Worlds
| |-+  ❤︎ ∙ World Building
| | |-+  Are there any game engines designed for serialised works?


« previous next »
Pages: [1] Print
Author Topic: Are there any game engines designed for serialised works?  (Read 158 times)
bodypoetic
Casual Poster ⚓︎
*
View Profile WWWArt


for thine is the kingdom of wire and bone
⛺︎ My Room
Itch.io: My Games
RSS: RSS

Guild Memberships:
Artifacts:
Thank you for sending me a postcard!Joined 2025!
« on: March 05, 2026 @720.47 »

Pretty much what it says on the tin! I've been considering making a serialised interactive project - and it made me realise how many game-making tools take for granted that you'll be making a single, more-or-less self-contained work. Which is kind of odd, now I think about it!

Web-based stuff allows for repeated updates really well, obviously. Also I know that a lot of long-form interactive fiction gets released in instalments - mostly using Twine with an import/export save function, I gather? Are there any others? How would video game culture change if there was more of a focus on publishing games in small chunks?

Do interactive narratives just... not really lend themselves to serialisation? I'm reluctant to believe that! Importing player choices comes with a lot of complications and potential scope-creep, for sure, but there's so many games with relatively linear storylines. Plus, accounting for player choices isn't impossible - you just need to be clever about how you handle it! BioWare games have done this both extremely well and extremely badly at various points.

(There's also space for a wider discussion here about other assumptions made by digital tools, although possibly that deserves its own thread? I would dearly love to find a code editor with the same kind of drafting/editing capabilities as writing tools like Scrivener, for instance.)
Logged

Quote
The prince chose to sleep on, and the princess chose to wake up. At the top of that tall tower, the princess bid farewell to the prince. No—she wasn’t the princess any longer. She quit being a “person (thing) ruled by someone”. The victory bells rang, but there was no “tower (rule)” beyond them now. She’d learned where freedom lay. [...]

The world (the stage) is free and wide.

IndigoGolem
Full Member ⚓︎
***
View Profile WWW


⛺︎ My Room

Artifacts:
Joined 2025!
« Reply #1 on: March 05, 2026 @738.26 »

I've been working on something similar to Myst for my site, just using Blender and HTML image maps. I figure it should be pretty easy to update, i'll just need to re-render all the frames that can see whatever's new. I'm not sure i'd call that a game engine tho.

You could look into stuff that's meant to be updated a lot as people play, especially MMOs. Evennia or RanvierMUD for something in the Multi-User Dungeon genre would probably be easiest to use.

The only other games that are meant to be played thru updates that come to mind are things like Minecraft and Terraria, which are not really known for their stories.

Making a series of games that all try to account for player choices is trickier. The Elder Scrolls does this by having unreliable (or just not omnipotent) historians in-universe and being vague about some past events, especially stuff that was important to previous games in the series. It also doesn't usually let you revisit old games' settings and has time skips between the games (ranging from a few years to centuries). I'm sure other series do this too, but that's the one i'm most familiar with.
Logged

ABlueRose
Full Member ⚓︎
***
View Profile WWW


chaunacops!!!
⛺︎ My Room
Itch.io: My Games

Guild Memberships:
Artifacts:
A Blue FlowerJoined 2025!
« Reply #2 on: March 05, 2026 @834.22 »

I think Gamemaker might have some of what you're looking for. I don't know the details, but I know there was an update a few years ago that was pretty instrumental for Deltarune's chapter system.
Logged


Dan Q
Sr. Member ⚓︎
****
View Profile WWWArt


I have no idea what I am doing
⛺︎ My Room
RSS: RSS

Guild Memberships:
« Reply #3 on: March 05, 2026 @980.82 »

Twine is driven by what are effectively hyperlinks, making serialisation very feasible.
Logged


Artifact Swap: PolyamorousI met Dan Q on Melonland!Joined 2025!Lurby
rolypolyphonic
Jr. Member ⚓︎
**
View Profile WWWArt


The Non-Living World's first and cutest prophet
⛺︎ My Room
StatusCafe: rolypolyphonic
Matrix: Chat!
XMPP: Chat!
Itch.io: My Games
RSS: RSS

Guild Memberships:
Artifacts:
Joined 2025!
« Reply #4 on: March 06, 2026 @6.02 »

I feel like making a game serialised is less contingent on a particular game engine and more on the genre/format of the game itself. Say, visual novels seem easy to make serial because you can make each game its own standalone chapter and any visual novel engine like Ren'Py could work for that. As @ABlueRose suggested, GameMaker Studio is used by the serialised game Deltarune but I don't see why you couldn't do a similar format with a different RPG engine like RPG Maker.

Unless by 'serialised' you specifically mean the type of series where it's necessary to import the saves from a previous game. I can imagine working with Ren'Py to do it; not sure about any others. Although I imagine a game engine where you do your own actual coding instead of a simplified markup/WYSIWYG style it could be feasible? One way I imagine it being done is if the first game has multiple endings you could technically just save which ending a player got and diverge from there, but that would make the trajectory of the second game more complicated depending on how different you want the world/plot of the second to be based on the first's choices.

Do interactive narratives just... not really lend themselves to serialisation?

I think it's a matter of budget and scope, really. Video games tend to have a lot more stuff going into them than other typically serialised works than, say, a comic or prose story. I think solo/indie creators might find releasing interrelated chunks more troublesome than dropping the whole thing at once depending on the type of game it is, whereas making a game a whole series is already a norm among bigger companies (albeit I suppose it's more like a series of full games than 'chunks' of one game, but then again a company with enough skin in the game doesn't have a practical reason to do the latter, methinks).
Logged


My projects:

Bread, and all variations of the aforementioned - a hypertext multimedia webcomic series about a sentient Doll and the End of the World
Bien, and the Antivirus of the Apocalypse - novella about how an Undead Demon spent their Time [sic] in an underground bunker guided by the Voice of Reality after a metaphysical War
Daydream Attorney - a coagulation of spectres dedicated to turning schizotypy into the world's first viral mind disease
Pages: [1] Print 
« previous next »
 

Melonking.Net © Always and ever was! SMF 2.0.19 | SMF © 2021 | Privacy Notice | ~ Send Feedback ~ Forum Guide | Rules | RSS | WAP | Mobile


MelonLand Badges and Other Melon Sites!

MelonLand Project! Visit the MelonLand Forum! Support the Forum
Visit Melonking.Net! Visit the Gif Gallery! Pixel Sea TamaNOTchi