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March 1-4, 2027
Moscone CenterSan Francisco, CA

Agenda

Story-First Game Design: How Fate/Grand Order Subordinates Game Systems to Narrative Immersion

Yoshiki Kanou  (Senior Creative Director, lasengle,inc)
Pass Type: Academic Pass, Festival Pass, Game Changer Pass, Indie Pass, Start-Up Pass - Get your pass now!
Track: Narrative & Performance, Design
Audience Level: All
Format: Lecture
Vault Recording: TBD
Audience Level: All
In game development that prioritizes the narrative experience, we currently face trade-offs between quality and factors such as art asset production budgets and technical constraints.

This session explores how Fate/Grand Order (FGO), a global mobile RPG with massive player engagement, challenges this underlying trade-off. By establishing a story-first architecture where gameplay mechanics, dynamic map visuals, and 2D presentation are designed to serve narrative impact, FGO demonstrates how subordinating game systems and assets to the narrative enriches the storytelling experience.

Through this case study, the speaker discusses the core philosophies behind prioritizing creative vision in production, providing a new perspective on how developers can rethink the relationship between narrative design, visual execution, and system implementation.

Takeaway

Attendees learn about a "story-first" production workflow in which the narrative vision directly drives system design and asset creation. This session explores optimized 2D presentation techniques for creating text-driven immersion and presents practical solutions to overcome production workflow challenges and maximize creative impact.

Intended Audience

This session is designed for game designers, creative directors, narrative leads, and producers seeking to integrate storytelling deeply into production. Attendees benefit from understanding narrative-first workflows and system hierarchies. No specialized technical knowledge is required beyond a foundational understanding of game development pipelines and narrative design.