Chris Remo (Campo Santo) - Firewatch: Rethinking Story-Driven Games

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Опубликовано 7 июня 2016, 15:34
How do you make a video game that is primarily about characters and story—without using combat, mechanical challenge, or traditional adventure puzzles? Chris Remo will explain how Campo Santo attempted to learn lessons from different video game genres in order to maintain player interactivity and carve out a unique space in the story game genre.
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