# “Designing _Episode_’s Interactive Fiction in Three Phases” This is an outline of a polarizing [GDC talk](https://www.youtube.com/watch?v=1Rq2oErDEmA) by Michael Dawson. - The mobile audience is an interrupted audience. * It wants bite-sized stories. * Five-minute episodes. - Pick a concept that your audience will love. * Ask what they already like and analyze it. - Use the best practices from Hollywood screenwriting (_Save the Cat!_ by Blake Snyder, _Story_ by Robert McKee). * Three-act structure. * Story outlines. - How is mobile different? * Change the pacing. The setup, the first act, should be in the first five-minute episode. * Design in portrait. Have fewer characters. - Have interactivity in mind from the start. - Go from script to playable ASAP. * Have authoring tools with stock art. * The comic timing may not translate. - Internal review loop. - Pilot/soft-launch -> iteration. * Ratings (feedback scores). * Drop-off. * Look for 50%/50% choices. * Dollars earned per story start. * Premium choices (like bonus outfits). Emphasize the pay-off of the choice. Choices about the player character work better. - Cover design. * Face close-ups are good. * Two guys in a picture does better than two girls for the Episode audience. - Support agency and identity across stories. * One avatar across stories. - Nothing about the story should feel sacred. You can change anything to make it better. ## Page metadata URL: Published 2021-02-27, updated 2021-08-21. Tags: - game design - notes - talk - video games Index: [Notes and reviews](/notes).