I feel like open world games need to move away from main quests that try to instil a sense of urgency & pressure. It's a bad mix.
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Replying to @miracleofsound
@miracleofsound But how would you tell a story without any sense of urgency or pressure?2 replies 0 retweets 0 likes -
Replying to @miracleofsound
@miracleofsound But having urgency and pressure evaporate immediately after completing a quest would make for very strange story telling.1 reply 0 retweets 0 likes -
Replying to @miracleofsound
@miracleofsound No, not like that. A different kind of strange, where it has a kinda stop and go feel to it. But I totally see your point.2 replies 0 retweets 0 likes -
Replying to @miracleofsound
@miracleofsound Maybe@ExtraCreditz could do an episode on it. *cough cough*1 reply 0 retweets 0 likes
Replying to @Torn0023
@Torn0023 @ExtraCreditz Maybe :)
3:58 PM - 24 Jun 2015
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