Working on my second game, I realize the dialogue writing approach from my first game Postmortem: one must die may not quite cut it.
Continue reading “New challenges in writing meaningful game dialogue”
Working on my second game, I realize the dialogue writing approach from my first game Postmortem: one must die may not quite cut it.
Continue reading “New challenges in writing meaningful game dialogue” →
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.
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.
Continue reading “How much “gameplay” is too much in narrative games?” →