![]() For this reason, much has been written about the importance of getting story and gameplay in sync with one another, but is it always good to have these two elements of a game be so closely linked? Is there ever a time in which it might be better to decouple story and gameplay, at least to a minor degree? I would argue that the answer is yes, and to show why I feel this way I’m going to discuss the Dragon Age series. ![]() ![]() The Holy Grail for many game designers is to have a game that is both fun and coherent, with mechani cs and story working in tandem to create an overall experience that players walk away from feeling good about. Hawke, the main character of Dragon Age II
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