The game world has recently been experiencing a renaissance of games that lean strongly on the use of text to communicate their worlds, characters and events. Games like Kentucky Route Zero (Cardboard Computer, 2013), Device 6 (Simogo, 2013), 80 Days (Inkle Studios, 2014), Blood and Laurels (Short, 2014) and A Dark Room (Doublespeak Games, 2013) are examples of text-heavy indie games that have not only been incredibly successful commercially, but also raised the bar in terms of the quality of writing found in games. It is also evident that the writing employed by these games has aspirations of literariness. These games are a continuation of a trajectory in indie game design that moves markedly away from the drive towards mimetic representat...