Just recently I have been playing Brendan Chung’s Flotilla, which has some interesting narrative design. The game at its heart is about turn-based space combat (the design of which is elegant, but it could do with better camera controls), but the framing story is that you are a spaceship captain with seven months to live, and are determined to make the best of it. As such the framing story has you rushing from planet to planet on a map, and at each planet you are met with a (randomly generated) encounter. Many of these are not space battles, but simple situations for which there are two possible answers. Such as the following:

It’s a very simple in conceit and execution, but it allows me to decide what kind of space captain I want to be. I decide that I’m a rebellious sort who doesn’t submit to bullying from authorities (“Hell no I won’t pay your space-toll/hand over my hitch-hiker who turns out to be a galactic fugitive!” *fights*), but also one who will never refuse a plea for help, no matter who it comes from.
Well, I break that last vow once, when I come across some white-collar criminal pigs (literally, with the ears and the little twisty tails) who are being attacked by a pirates. Ignoring their pleas for help, I instead steal all their stuff. A couple of planets later, a psychopathic leopard in an aviator cap says he heard about it and that he likes my style, and he joins up with my flotilla with his spaceship. Bonus! Did I mention most of the characters are various species of animal? There are Toucans!
Anyway, my point is that randomly or procedurally generated gameplay tends to call for new narrative strategies, and there are some nice new ones here, albeit painted in broad strokes. I think the “limited time to live” thing might become a classic trope in this kind of thing. It’s nice for things with a random element to have a short play-time for a single game, because it helps give the feel of a beginning middle and end, and because because part of what makes randomness fun is replaying and seeing what changes. Terminal illness is an effortless way to make such a restriction seem more poignant. It effortlessly justifies the limited gameplay the same way the classic old “you wake up with amnesia” chestnut was used in the past to justify the player character asking a bunch of obvious questions.
Did I mention making a game was on my list of things to do this year? Right after writing a novel. Yeah.

It’s a very simple in conceit and execution, but it allows me to decide what kind of space captain I want to be. I decide that I’m a rebellious sort who doesn’t submit to bullying from authorities (“Hell no I won’t pay your space-toll/hand over my hitch-hiker who turns out to be a galactic fugitive!” *fights*), but also one who will never refuse a plea for help, no matter who it comes from.
Well, I break that last vow once, when I come across some white-collar criminal pigs (literally, with the ears and the little twisty tails) who are being attacked by a pirates. Ignoring their pleas for help, I instead steal all their stuff. A couple of planets later, a psychopathic leopard in an aviator cap says he heard about it and that he likes my style, and he joins up with my flotilla with his spaceship. Bonus! Did I mention most of the characters are various species of animal? There are Toucans!
Anyway, my point is that randomly or procedurally generated gameplay tends to call for new narrative strategies, and there are some nice new ones here, albeit painted in broad strokes. I think the “limited time to live” thing might become a classic trope in this kind of thing. It’s nice for things with a random element to have a short play-time for a single game, because it helps give the feel of a beginning middle and end, and because because part of what makes randomness fun is replaying and seeing what changes. Terminal illness is an effortless way to make such a restriction seem more poignant. It effortlessly justifies the limited gameplay the same way the classic old “you wake up with amnesia” chestnut was used in the past to justify the player character asking a bunch of obvious questions.
Did I mention making a game was on my list of things to do this year? Right after writing a novel. Yeah.