Bryant Francis "In a GDC Showcase AMA, Obsidian narrative designer and game director Carrie Patel breaks down the differences between writing The Outer Worlds and Pillars of Eternity."
Brandon Casteel "I see sub-factions as a very useful tool to allow players to identify with a specific play style. They're a way to provide players an opportunity to personalize their play experience and to create expandable content for a game."
Keith Burgun "In this article, Keith Burgun lays out a few ways to add 'longer arcs,' particularly when thinking about tactics games."
Nicholas O'Brien "Professor and game developer Nicholas O'Brien argues for subtlety in player choice and consequence, versus the "Clementine will remember that" route: 'By overtly validating a players choice as 'mattering' you unintentionally subvert their agency,' he says." |