It's how I discovered your work. Been a follower of it ever since.
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Loved it then. Love it now!
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Ah, what Instapaper-to-Kindle was made for.
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Newer edition of the design of everyday things. A lot cheaper than the version you listed. Just snagged it based on your rec. https://www.amazon.com/Design-Everyday-Things-Revised-Expanded/dp/0465050654/ref=pd_bxgy_14_2/136-8194048-6305438?_encoding=UTF8&pd_rd_i=0465050654&pd_rd_r=54f06ad5-902d-4620-a4c7-aafbfdd9634a&pd_rd_w=abTxZ&pd_rd_wg=5qas0&pf_rd_p=09627863-9889-4290-b90a-5e9f86682449&pf_rd_r=ZDE7XNZXGE90DHMN0DMN&psc=1&refRID=ZDE7XNZXGE90DHMN0DMN …
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Perhaps from what i'm hearing about similarities with RDR2, that a good follow up to this "mini-book" might be about Death Stranding.
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What a great breakdown - both the narrative and the game design. Personally I couldn't stand being strung along by Micah and Dutch just because Arthur refused to learn what was clearly the lesson of the story. For such a long game, it was remarkably one-note.
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I want to read a follow up article about Death Stranding as it seems to implement the "realism as mechanics" ethos to different ends. But really, I just want you in charge of the narrative design of a AAA game.
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I can't wait to play, but I feel like one of the big differences is motivation. Kojima never has really seemed like he's chased realism in the name of immersion, but more to have fun with it or actually comment on mundane nature of things. He picks his targets beautifully.
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Great article, glad you made it happen! I'm in the process of maybe finishing RDR2 and you've expressed exactly why the last half feels like it's a century long.
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Holy shit. I wish I had come across this earlier. This encapsulates what’s been nagging at me about this game and why trying to get through it has felt like a chore rather than an enjoyable experience.
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