Skip to content

Diegetic Design for Interactive Fiction

Craft guidance for maintaining immersion by expressing all mechanics through the fiction—gates as in-world obstacles, choices as character actions, and surfaces that never reveal the machinery behind them.


Core Principle: Show the World, Hide the Gears

Definition: Diegetic design means everything the player sees exists within the story world. No game mechanics, schema names, or authorial intrusions appear on player-facing surfaces.

Why It Matters:

  • Immersion depends on consistency
  • Meta-references break the fictional contract
  • Players should feel they're in the story, not playing a game
  • Coherent worlds feel more real

The Test: Would an in-world character understand this text? If it requires knowledge of the game's structure, it's not diegetic.


Gates and Locks

What Makes a Gate Diegetic

A diegetic gate presents its condition as an in-world obstacle, not a game mechanic.

Good Gate:

The foreman's seal is required to enter the restricted level.

Bad Gate:

This option is locked until you obtain the foreman_seal codeword.

Gate Design Checklist

Element Diegetic Non-Diegetic
Condition "The guards demand proof of membership" "Requires: union_member flag"
Reason "Only those bearing the seal may pass" "Locked until later chapter"
Solution hint "Perhaps the foreman could be convinced..." "Complete quest A first"
Failure "The guard turns you away" "Insufficient progress"

Expressing Gates Naturally

Name the obstacle specifically:

  • What blocks entry? (guards, locked doors, missing knowledge)
  • What does the world call the requirement? (seal, token, reputation)

Imply the solution:

  • Where might one find what's needed?
  • Who would know how to proceed?

Match the register:

  • A fantasy tavern uses different language than a noir detective's office
  • Gates should feel native to the story's voice

Choice Text

Contrastive Choices

Choices must differ in both verb and intent, not just phrasing.

Good Choices:

  • Confront the foreman directly
  • Search his office after hours
  • Report to the union steward

Bad Choices (Near-Synonyms):

  • Investigate further
  • Continue investigating
  • Keep looking into it

Bad Choices (Same Verb):

  • Talk to the guard politely
  • Talk to the guard firmly
  • Talk to the guard casually

Choice Text Guidelines

Never Include:

Pattern Example Problem
Meta instructions "Click here to continue" Reveals UI layer
Outcomes "This will anger the foreman" Removes suspense
Game awareness "Choose wisely" Acknowledges it's a game
Directions "Proceed to the next scene" Breaks fiction

Always Include:

  • Action verbs (confront, search, flee, persuade)
  • Specific objects or targets (the foreman, the office, the exit)
  • Implied stakes (distinct consequences readers can anticipate)

The Prediction Test

Players should be able to predict different consequences from different choices. If two choices seem equivalent, they're not contrastive enough.


Player-Facing Surfaces

What Counts as Player-Facing

  • Passage prose (what players read)
  • Choice text (what players select)
  • Codex entries (reference material)
  • Export bundles (final deliverables)
  • Art plan descriptions (when rendered)

What Must Never Appear

Category Examples
Schema internals codeword:, pid:, flag_id:
Anchor names anchor:lighthouse_secret
Artifact IDs passage_abc123
Agent names "The Lorekeeper decided..."
Model references "According to GPT..."
Research citations "Wikipedia states..."

The Surface Test

Read all player-facing text and ask:

  1. Does this assume knowledge outside the story world?
  2. Would a character in this world understand every term?
  3. Is anything here "about" the story rather than "in" the story?

If any answer is yes, rewrite.


Codex and Reference Material

The In-World Scholar

Codex entries should read as if written by a scholar within the fiction.

Good Codex Entry:

The Guild of Artificers controls much of the waterfront trade. Founded in the years following the Collapse, they rose to prominence through unmatched logistics and a reputation for reliability.

Bad Codex Entry:

The Guild is a major faction in Chapter 2. Players who ally with them get better equipment options and access to the restricted docks.

What an In-World Scholar Knows

Can Include:

  • Public knowledge (commonly known facts)
  • Historical events (that aren't hidden history)
  • Cultural practices (widely observed)
  • General descriptions (places, groups, customs)

Cannot Include:

  • Secret motivations ("The foreman secretly plans...")
  • Hidden identities ("The masked figure is actually...")
  • Plot twists ("It will later be revealed...")
  • Future events ("This will become important when...")

Voice Checklist for Codex

Before finalizing any codex entry:

  • [ ] No "the player" or "the reader"
  • [ ] No "this chapter" or "Act 2"
  • [ ] No game mechanics (unlocks, bonuses, access to)
  • [ ] No future knowledge (will later, eventually, soon)
  • [ ] Appropriate formality for in-world document
  • [ ] Could reference in-world sources (archives, scholars)

Handling Uncertainty and Information Gaps

When Research Is Uncertain

Don't cite sources on player-facing surfaces. Instead:

Corroborated fact (high certainty):

Electric street lamps hummed in the newer districts.

Plausible fact (moderate certainty):

The occasional hum of electric lamps marked the wealthier streets.

Disputed fact (sources conflict):

Some claimed the eastern district had always been abandoned. Others remembered it differently.

Uncorroborated (no sources):

The old lighthouse had stood for as long as anyone could remember.

The Neutral Phrasing Pattern

For uncertain information, use phrases that:

  • Sound natural in the fiction
  • Don't make definitive claims
  • Leave room for the truth to be different
Certainty Pattern
High Direct statement
Medium "It was said that..."
Low "Rumor held..."
Unknown "No one knew for certain..."

Common Mistakes and Fixes

Information Dumps

Problem: Explaining world facts by having characters lecture.

Fix: Integrate information through action and observation. Show, don't tell through dialogue.

Fourth Wall Breaks

Problem: Acknowledging the reader or the story structure.

Fix: Stay fully in character perspective. The story world is the only world.

Inconsistent Register

Problem: Modern slang in historical settings, formal language in casual contexts.

Fix: Maintain voice consistency. Read aloud to catch jarring shifts.

Mechanical Leakage

Problem: Internal terms (codewords, PIDs, flags) appearing in prose.

Fix: Automated checking for common patterns. Human review for subtle cases.

Spoiler Contamination

Problem: Hints about future events or hidden truths in early content.

Fix: Ask "would an in-world observer know this?" for every statement.


Implementation Checklist

Before Writing

  • [ ] Understand what in-world observers would know
  • [ ] Plan how gates will be expressed diegetically
  • [ ] Choose voice and register for this content

During Writing

  • [ ] No meta-references in prose
  • [ ] Gates named as in-world obstacles
  • [ ] Choices use distinct verbs and objects
  • [ ] Uncertainty expressed through neutral phrasing

After Writing

  • [ ] Run surface test on all player-facing content
  • [ ] Check for schema internals and anchor names
  • [ ] Verify codex voice checklist
  • [ ] Review choices for contrastive clarity

Quick Reference

Element Diegetic Approach
Gates In-world obstacles with implied solutions
Choices Distinct verbs + objects, no meta
Codex In-world scholar voice
Uncertainty Neutral phrasing, no citations
Missing info "No one knew for certain"
Locked content Named requirements, not flags

See Also