Hello everyone! I'm usually an indie developer focusing on game mechanics and world-building, but I recently published my first literary project: DARK TALES OF THE DARK AGES: PART I.
I wanted to shift my focus from "show, don't tell" (which is essential for game design) to the more intricate literary "showing" required for a book.
The Challenge: Fatal Consequences
In games, players feel the consequences of a fatal choice instantly- they die, or the world state changes. In literature, that consequence must be built slowly, using atmosphere and dread.
For example, in one of my stories, a character faces a horde of rats in a dark cellar. In a game, this would be a quick fight. In the book, the horror is built over pages using sound, claustrophobia, and psychological breakdown.
My main question for this community (especially for writer-devs):
When you transition a story idea from a game concept to a book, what is the hardest element to translate effectively?
I'd love to hear your thoughts on this cross-medium challenge! If you want to see my first attempt at this literary translation, you can check out the book here. I also have a **FREE DEMO** available.
**➡️ Check out DARK TALES OF THE DARK AGES: PART I: https://grichgame-company.itch.io/dark-tales-of-the-dark-ages-part-1