Imagine a game that has invisible doors at specific locations that are only indicated through earlier builds used in the marketing of the game.
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Imagine a game where the marketing is the gameplay itself and the final product is the ending....
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Suddenly, while Hideo Kojima is reading Twitter, a message has his eyes go wide, as if it had made the diaphanous vapour of thoughts coalesce into an idea
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More than imagine, I was temporarily involved in a vanity project of this nature.
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"invisible obstacles? no you didn't play enough times of the demo version. that was a part of the game. now try to remember."
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