Words not Swords
I enjoy all of Mark Brown’s Game Maker’s Toolkit videos but I found this one particularly interesting. He makes a lot of interesting observations and even has given me a few ideas I may want to try out on my next Interactive Fiction project.
Certain RPGs make the tantalising promise that you can skip combat altogether, by talking your way past the bad guys. But how can we turn this into genuinely interesting gameplay? Warning - This video contains story spoilers for Mass Effect (1) and Life is Strange (Episode 2), and also features content related to suicide.