So much game writing is about setting up conditions for a narrative that works, so frustrated by the transactional, checklist nature of player progress
So much game writing is about setting up conditions for a narrative that works, so frustrated by the transactional, checklist nature of player progress
In both cases the player can't permanently change the outcome, though
In both cases the player can't permanently change the outcome, though
The author set a tricky task for illustration: they are equally described as alien and peaceful/wise. The slug eyes have such strong connotations that outweighs the rest.
The Mononoke forest spirit conveys a similar tone in visuals, I think
The author set a tricky task for illustration: they are equally described as alien and peaceful/wise. The slug eyes have such strong connotations that outweighs the rest.
The Mononoke forest spirit conveys a similar tone in visuals, I think
I should have a breakpoint between text parser and bot game. Probably deemphasizing natural language interface, focusing on breadth of responses, non-baked responses
I should have a breakpoint between text parser and bot game. Probably deemphasizing natural language interface, focusing on breadth of responses, non-baked responses
When it responded oddly or out of bounds it was perfectly rational in the game world
store.steampowered.com/app/470260/E...
When it responded oddly or out of bounds it was perfectly rational in the game world
store.steampowered.com/app/470260/E...