All of indie developer Inkle's games, from the award-winning 80 Days to the various Sorcery! games, have been authored using the same tool: Ink, an in-house text-based scripting language designed for rapidly authoring branching text-based content in a writer-friendly environment.
It's a unique, potentially powerful and tricky tool, one that Inkle recently made open-source, so it's nice that Inkle cofounder Joseph Humfrey took the stage at GDC 2016 earlier this year to outline how the language works.
In his talk Humphrey walked through where Ink came from, and how developers can use can use it to drive a game's content, facilitate branching, and even allows complexity that approaches procedural narrative in some scenes.
Humphrey's talk offered both singular insight into Ink's potential and an interesting perspective on the current state of narrative in games, so don't miss your opportunity to watch the whole thing for free over on the official GDC YouTube channel.
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