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Tag: Chinese Room

Dan Pinchbeck
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A short video on how to make videogame spaces for storytelling

How does a videogame introduce story to the player? Better yet, how does a game invoke emotion in the constrained physical world space of a game? We’ve seen it done in ham-fisted fashion: see the much maligned “Press F to Pay Your Respects” from Call of Duty: Advanced Warfare, or consider the traditional “fight the baddies now pause for some story” route that many other big-budget games go. “We’re creating an architecture for a story to exist in” In a video from the Future of Storytelling series, Dear Esther (2012) director Dan Pinchbeck talks about how games often take for granted one…

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