Devolution of Design – origins, goals and lessons from developing my indie game “Postmortem”

Postmortem was not the game I initially wanted to make – it (de)evolved from many over-ambitious designs and prototypes inspired by studies in ethnic conflict and a book a friend lent me. But my goals never changed.

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Stanley Parable

How much “gameplay” is too much in narrative games?

Recent years brought us many “artsy” narrative-driven games with varying degrees of interactivity. But as the genre matures, I feel the gameplay is increasingly getting in the way of enjoying the games.

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