In this interview, the team sits down with writer and interactive narrative designer Dan Martin to dig into what makes interactive storytelling work. Dan breaks down how writing for games differs from traditional screen stories, where player choice, pacing, and branching structure reshape every scene. He also reflects on how early imaginative play—“action figures in the sand”—still fuels his world-building instincts today. From Star Trek: Resurgence to other major franchises, Dan shares what it’s like to write inside a beloved canon with passionate fans, balancing respect for the source with bold new story moves. The conversation wraps with practical advice for aspiring narrative designers, plus a look at where interactive storytelling may be headed in the next 5–10 years.

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