Working on design for one of our new games here and it sort of clicked to me why the stuff I make tends to be systems and action driven: it allows me to still be surprised when it's finally finished. I think if I was making something really narrative-focused I would lose that?
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Put another way in terms closer to yours, with linear games I can set a clear goal for what I want the emotional experience to be, and the satisfaction comes from slowly building towards that goal and seeing how well it’s working with players.
Bedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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