The term ultimately reveals one's ignorance about what story is and how design choices reflect story choices, whether or not the chooser realizes it. I won't even get into the time I was asked to do a "story overlay" on a massive game experience that was already totally out of control.
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The term ultimately reveals one's ignorance about what story is and how design choices reflect story choices, whether or not the chooser realizes it. I won't even get into the time I was asked to do a "story overlay" on a massive game experience that was already totally out of control.
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