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Author Topic: Visioning games – what we can learn from games like Dear Esther and Journey  (Read 22970 times)
Michaël Samyn

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« on: May 09, 2012, 07:54:39 AM »

This is almost boring to read for me, as it touches on every point I have ever made about videogames in our blog days:
http://krillbite.com/blog/05/visioning-games-what-we-can-learn-from-games-like-dear-esther-and-journey/

Also, have a look at their project page. Looks very seductive!
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God at play

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« Reply #1 on: May 09, 2012, 07:18:42 PM »

Maybe you should invite them over here then Wink
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Chris W

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« Reply #2 on: May 09, 2012, 09:14:39 PM »

Quote
And in the end, the subtitle of most games could just as well be ‘The Epic Adventure of Numbers and Progress bars’.

Heh.  Love it.
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György Dudas

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« Reply #3 on: May 14, 2012, 11:54:05 AM »

Quote
If the real goal of your project can be achieved in one hour of playtime, I cant imagine why you would want to waste your player’s time for 7 hours extra. It is indeed unnecessary, and does not respect your player at all.

true.
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