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Game of Thrones The RPG

Platforms: PC, PS3 and XBox 360
Release Year: 2012

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LEAD WRITER /
GAME DESIGNER

Responsible for scenario writing, character creation, voice acting direction, and ensuring story consistency throughout development.

The narrative was reviewed and approved by George R. R. Martin, granting it semi-canon status within the universe.

In addition to narrative work, I also designed the majority of the game mechanics (excluding the combat system).

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Writing / Game Design Highlights

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A Game of Choices

As in the books and more recently in the TV adaptation, we wanted to center the narrative around the protagonists’ constant moral dilemmas. The core theme explores the tension between loyalty to one’s liege lord and staying true to personal values.

 

To illustrate this, we created two characters from the same background who represent opposing views on loyalty. Mors is guided by a strong moral code and, for example, refuses to harm the innocent. Alester, on the other hand, prioritizes his duty to his people, even when it means compromising his personal ethics.
 

Throughout the game, players experience both perspectives and are faced with pivotal decisions that carry serious consequences for those around them. Our goal was to prompt reflection on these themes and allow players to decide which character’s values they most closely identify with.

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From a certain point of view

To capture the complex storytelling approach of the source material, we implemented multiple playable Point of View characters. This allows players to experience the narrative from different perspectives, each with its own conflicting objectives. Players are then tasked with deciding which character aligns most closely with their own moral compass.

In terms of gameplay, this is reflected by dialogue choices that highlight the internal thoughts of the two protagonists, giving players the opportunity to choose which "voice" resonates most with their personal beliefs and values.

The system reaches its apex in the final act, where players are faced with a pivotal decision: side with one character or the other, ultimately leading to a deadly confrontation between two friends. Like the source material, there are no "happy endings," but depending on the player’s choices, the story unfolds across four distinct outcomes.

© 2025 by Maximilien LUTZ

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