Last time, I wrote about procedural narrative in the context of "process intensity." Here, I expand more on designing the procedural / process part.
Back in an expertly-conducted 2011 Rock Paper Shotgun interview, Dan Pinchbeck argued that game development culture unnecessarily separates narrative from the rest of a video game:
"I just want story to be talked about as a gameplay element that sometimes isn’t there. It’s part of the set of tools that a game designer uses to create an experience – and it should be thought of along the same lines, as physics or AI or something more mechanical."
We have physics engines or texture libraries, so why don't we think of narrative as a modular "asset" or "engine" or "library" to be swapped around as well? Why can't narrative be more "mechanical." Where's all the narrative middleware? (Storybricks doesn't seem to be doing too well, unfortunately. I also don't agree with them, that proc narrative is mainly an AI problem...)