Dyscourse is a choose-your-own-adventure game that puts you in control of Rita, the leader of a group of plane crash survivors on a desert island. At every turn, you must choose: who will stay in the group and who must go? Will you look for food, water, or shelter? Do you await rescue, or make your own? Each choice branches the story, determining who will live and die.

In this interview, developer Graeme Borland discusses how Dyscourse evolved from an action game to a narrative-based title as a result of Kickstarter feedback; the custom tools Owlchemy developed to build this game in Unity; why "choice" is such a popular gameplay mechanic; and how even the developers don't know how many different endings Dyscourse has.

Watch the video above, or download the audio edition from iTunes, Stitcher, Google Play Music, Mixcloud, Spoke, Overcast, acast, Pocket Casts, Castbox, TuneIn, or RadioPublic.

Links mentioned in this episode:

Thanks to Jenna Hoffstein, Michael Carriere, and Gaming Media.