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[The Art of Narrative-Driven Games: A Conversation with Ad Hoc Studio's Nick Herman]-[Narrative Design in DISPATCH with Director Nick Herman]

The AIAS Game Maker’s Notebook · B2 · 2026-01-19

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📋 Summary

The Evolution of Interactive Narrative: Insights from Ad Hoc Studio

In this episode of The Game Maker's Notebook, host Alexa Ray Corriea sits down with Nick Herman, co-founder and CEO of Ad Hoc Studio, to discuss the challenges of building a narrative-focused studio, the hurdles of independent funding, and the philosophy behind their latest title, Dispatch.

The Transition from Telltale to "Triple-I"

Nick Herman’s journey began unexpectedly at Telltale Games, where he evolved from an intern to a creative director. Reflecting on his time at Telltale, Herman notes that the studio’s eventual stagnation served as a catalyst for his own creative vision. Alongside his co-founders, he sought to build a studio that prioritized story, characters, and writing above all else. After a stint at Ubisoft that highlighted the friction between corporate AAA production and narrative-led design, the team pivoted to form Ad Hoc Studio. Herman identifies their current standing as "Triple-I," a term he prefers over the often-stigmatized "Double-A," describing it as a "clean" and "cute" way to represent their scope—ambitious, yet focused on efficiency.

Prioritizing Fidelity and Approachability

One of the central tenets of Ad Hoc’s philosophy is the belief that a great story shouldn't be gated by technical barriers or "un-premium" visuals. Herman explains that the team aimed to "crush" fidelity to ensure that players are drawn in immediately, often mistaking the game for a high-end television production. Regarding gameplay, the goal was to create systems that are "approachable" rather than just accessible. For Dispatch, this meant introducing mechanics like moving folders on a desktop—a system that feels intuitive and organic to the narrative, rather than a forced "gamey" layer that detracts from the story.

The Nightmare of Funding Narrative Games

The road to launching Dispatch was fraught with financial instability. Herman candidly discusses the "nightmare" of securing funding for a new IP from a studio that had not yet proven itself. Despite having a polished pitch and high-quality assets, many potential partners viewed a narrative-driven project as "too risky." The studio faced the harsh reality of the industry's volatility, losing funding mid-development and even reaching a point where the founders stopped paying themselves to keep the project alive.

Ultimately, the partnership with Critical Role saved the project. Herman describes them as the "perfect partner," noting that Critical Role’s creative-led culture mirrors the values Ad Hoc strives to uphold. This collaboration allowed the team to finalize Dispatch while maintaining their core creative vision.

The "Telltale Sauce" and Player Agency

When asked about the DNA shared between Telltale’s legacy and Dispatch, Herman emphasizes that the focus remains on character-driven relationships rather than just the number of endings. He argues that players often focus too much on "how many endings there are," whereas his team prioritizes "meaningful relationships that you have agency over."

Interestingly, Herman reveals that the team had to "patch" narrative variables post-launch based on player data. They observed that players were frustrated when their choices led to specific outcomes (like the character Invisigal "breaking bad"), leading the team to tune the game’s logic to ensure the narrative felt cohesive. This highlights a unique aspect of modern game development: the ability to observe community discourse in real-time and adjust the experience accordingly.

Advice for Future Creators

For those looking to enter the narrative-driven space, Herman offers two pieces of advice:

  1. Start with the Script: "If the script’s not good enough, everything else is going to fall apart." He suggests that if a story has interactive elements, it should be compelling in text form before a single line of code is written.
  2. Keep Ambition Small: Rather than seeking massive budgets, he advises creators to "chill out" and do one thing well.

By focusing on tight, character-led stories and embracing the "Triple-I" model, Ad Hoc Studio hopes to pave the way for more creators to tell interactive stories that resonate on a personal level.

🎯Key Sentences

1
I didn't have my shit together.
2
I heard all of that.
3
We didn't land where we wanted it to land.
4
I just want to feel good.
Expand All

📝Key Phrases

1
get my shit together
2
snowball into
3
where the rubber meets the road
4
second-class citizen
5
blow it out of the water
Expand All

📖 Transcript

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