Posted in June 12, 2010 ¬ 4:02 pmh.Craig Stern
It has been somewhat in vogue recently among a certain class of indie game designer to assert that games are not a good storytelling medium. Now, I have never made a secret of my views on dialog and other narrative techniques in games. While interactivity is of course central to any gaming experience, that is [...]
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Posted in June 12, 2010 ¬ 3:24 pmh.Craig Stern
Jeremy Signor has an interesting editorial up on bitmob about what makes choices meaningful in an RPG: Many modern designers fall into the trap of choice for the sake of choice; they try to make the game meaningful with something that doesn’t change the experience much. Infamous exemplifies this in a particularly egregious way with [...]
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