psychicsoftware
October 10, 2025
Game Musings, The Necromancer
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Designing and Directing a 400,000 word narrative game over 5 years

October 10, 2025
Game Musings, The Necromancer
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The Necromancer’s Tale turned out to be a huge undertaking, especially with regard to its narrative, which finally came in at 400,000 words (almost as big as the Lord of the Rings– all three volumes!). I started work on the game at the end of 2019, and finished mid-2025. I had never written such a narratively-detailed game before, nor attempted to write any substantial works of fiction. Was I crazy? Quite possibly yes, but it worked out well in the end…

I had some things in my favour, including my BA in English literature (majoring in Gothic fiction) and 30 years experience as an academic: proof-reading and editing are things I’m very experienced at.

Still, I was all at sea in late 2019 when we received EU (Creative Europe MEDIA) funding to prototype the game. I was faced with a mammoth task and had little idea how to start it.

 

Building the Narrative Structure

Luckily, I’m friends with a very experienced game-narrative director (and awesome writer) Dave McCabe- and he was interested in writing for a traditional RPG (his prior work mostly being the point-and-click Darkside Detective series). Dave worked with me on the game for about 15 months, during which time we put a lot of shape on the story. Under his direction we put together the pre-game timeline, including history, geography and backstory, as well as the biographies of key characters. Dave wrote the 10,000-word prologue for the game, and a lot of the writing for the next three chapters. This provided a good foundation (including stylistically and atmospherically) for the additional writers that we found we needed.

Since I only get to work part-time on my games, I always develop them without hard deadlines, and that played into the requirements of The Necromancer’s Tale. A story turns out best when it is mulled over, iterated, refined, and edited. It needs time to ferment in your imagination.

 

The Team Expands

Due to work and family commitments, Dave had to step back from the project during 2020, so I put out an advert for game writers to help. I was lucky to recruit an awesome team of writers (two at first: Damir and Zach, with three more following later: Sarah, Michael, and Brad). As it turned out, the strong direction I could provide due to the early work from Dave and I resulted in strong results from the team. This is something I’ve seen too when commissioning artists: the stronger  your direction, the better their work will be.

Branching game narratives and interactive-world to text-narrative integration are pretty complex, even when working with a powerful authoring tool (we used Articy:Draft). I found very quickly that there was a lot of back-and-forth needed between the narrative and my other code: e.g. synchronising in-game actions with the narrative- this required controlling in-game things with reference to the unique IDs of the text nodes exported from Articy. The process was pretty unwieldy while Dave had ownership of the Articy writing and I had ownership of the game code and 3D environments.

 

 

The Writing Process

When I recruited the other writers, I took sole ownership of both the Articy project and the Unity project. This meant that the tight integration that was necessary between the narrative, the C# code, and the 3D game world became manageable. Writing was provided to me in simple Google documents, and I copied-and-pasted it into Articy. Although this was a bit onerous, it also forced me to carefully proof-read and edit everything, keep an eye out for any contradictions or inaccuracies (or logic errors), and add extra material where I saw an opportunity.

I put together a pool of writing tasks – made up of scenarios and quests from throughout the game. The writers (including me) claimed these tasks according to their own preference and available time. We met bi-weekly to discuss the ongoing work and to brainstorm current and future writing. This worked really well, not least because it respected the availability of each contributor. (We were all part-time on the project).

 

Keeping the Writing Coherent

I was concerned about the potential risk, that having 8 different contributing writers could lead to inconsistent characterisation and confused narrative arcs. However, neither of these things happened, and indeed reviews of the game widely praise its coherence and the compelling story arcs – most notably, the mental slide of the player character into deceit, murder, and black magic, as their humanity is chipped away piece by piece. Our foundational work and ongoing process served us well.

In our game design document, everything is laid out chapter by chapter, and one of the things I’m very pleased I did was to indicate at the top of each chapter the internal state-of-mind of the player character (PC). This provided direction for the writers, which ensured a coherent arc. For example, in the early game – as they are just starting to explore quite benign magic for mostly-selfless reasons – the PC’s mental state is framed by the concerns of a young adult whose father has died in suspicious circumstances, but who is generally law-abiding. As the story progresses, the PC requires darker magic to progress their aims, and begins to fall under the influence of entities from ‘beyond the veil’. They begin to see friends and family in a different way – and the player is forced to question how manipulative they would be to achieve their goals.  By the mid-game, the PC is quite unhinged, sometimes not knowing what is real and what is a whispered manifestation from the realm of the dead. Mortals are becoming mere tools, and the PC ruminates on how they are left cold by the needs and desires of mortals.

 

 

What Did I Learn?

My early work involved putting together a high-level outline of the total plot. All subsequent work was about iterating this and adding more and more detail. Even before any dialogue was written or any quests specified, I had passed three or four times through the story, identifying puzzles, opportunities, and motivations for the player. This meant that, when detailed material came to be written, it was done with a knowledge of the total scope of the plot. It meant we rarely struggled to identify what aspects of each piece were most important to progression, and it meant we didn’t encounter inconsistencies and contradictions that needed fixing later. I learned that iterating/cycling through the story over and over is a good way to develop a project like this.

The Necromancer’s Tale  has been widely praised for its narrative and writing, and is shortlisted as a finalist in the prestigious TIGA awards 2025, in the narrative & storytelling category.

October 3, 2025
The Necromancer
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The Necromancer’s Tale – Game Released!

October 3, 2025
The Necromancer
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[The Necromancer’s Tale] is a story-rich CRPG focused on the experience of becoming a necromancer. The story centres on social intrigue, secrecy, blackmail, and a creeping insanity – all wrapped into a gothic tragedy.
I was lead-developer over the 5.5 year development process, and the team involved 8 writers (including me) – with the narrative finally coming in at 400,000 words. We released the game on July 17th.

 

Reviewing Strongly

Although we had a hunch (from the demo and beta testing) that players liked the writing, we really had no idea how the narrative would resonate with the wider player-base once we hit full release. Therefore it was (and is) amazing to see almost-universal acclaim for the narrative, its progression/arcs, and the writing generally. It’s so cool to see so many players really *get* what we were trying to achieve with aspects such as the slow slide into depravity, and the lengths that one might go to in order to gain knowledge, power and revenge. As an English-lit graduate who majored in gothic literature (many years ago!), this really means a lot to me.

Our game is currently at 93% positive on Steam (440 reviews), with nearly all reviews citing narrative and writing as its key strengths. Lots of players have commented in their reviews, or in our Discord server that they find the story utterly engaging.

One reviewer referred to the game as a Gothic Masterpiece: [see review here]

We have also been shortlisted as a finalist in the prestigious TIGA 2025 game awards, in the Narrative & Storytelling category, and included in various narrative-focused game showcases such as AdventureX.

 

Hard Work Post-Release!

I have released quite a few games before, and as lead developer I was prepared for a few weeks of hard work patching niggles and bugs, and adding quality-of-life features. It’s important to be super-responsive to players in the period following a game’s release, because you want their experience to be as good as possible, and you *really* want to avoid frustrating them with bugs and soft-locks.

What I hadn’t anticipated was the amount of work required for hint-support. My previous games had all been smaller or systems-based (rather than narrative, puzzle-oriented), so the deluge of questions and comments about the story/puzzle content was a bit overwhelming. Since I was the central developer, integrating the work from the other 7 writers, I was the only person with complete and in-depth knowledge about how everything fits together.

So I had to single-handedly run the hint-support (mostly on Discord and Steam forums) as well as single-handedly do the debugging, patching, and feature additions. It was pretty hard going for a few weeks. At one point, about three days after release, and with very little sleep, I was up at 5am helping a player milk a cow… that pretty much sums up the work of an indie-dev.  :-)

One of the first things  I added was a mechanism for players to easily upload their save-game files along with bug reports (from right inside the game) and this helped a lot when diagnosing the exact combination of narrative states causing issues.

Key additions post-release have included:

  • Some improved sequencing and narrative in a couple of places where players found the story jarring or the MC’s motivations unclear.
  • Some new narrative content in places where there was a clear opportunity to extend/strengthen things- especially where these things leaned into the core themes and plot.
  • Some extended romance options.
  • A wilderness map with fast travel.
  • Improved minion control (this work is still ongoing – the main criticisms of the game have been around minion control and combat, so I’m still working hard to improve these aspects while staying true to the game’s core design).
  • Steam Deck verification. Yay!  All my work back in January on input abstraction, D-Pad menu control, and joystick control of the mouse-pointer has paid off.

GamesCom

Kirsty and I brought The Necromancer’s Tale to GamesCom (Cologne) in late August, and spent a full week running our booth there between us (11 hours per day). This would have been grueling enough already, but following the few weeks I had just had, it was doubly so.

GamesCom was a great experience- we met lots of other devs (which is always lovely) and lots of enthusiastic players (some of whom had already played our game!). We also made some good industry contacts, which is what these events are also about.  From a personal point of view, though, it was stressful being away from my development PC for over a week– it meant I couldn’t accurately diagnose certain bugs and couldn’t patch the game if anything game-breaking came to light. Luckily, everything was okay– but if our launch date had been any closer, I think it could have been damaging to the game’s reception to have been away from the office for so long.

Our next goal for the game is to get it ported and released on PS, XBox, and (if they’ll have us) Switch2.

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PSYCHICSOFTWARE | Psychic Games Ltd.
Sam Redfern indie games developer and university academic