Since Telltale launched The Walking Dead, there’s been an explosion in select your personal adventure-style narrative video games. Telltale themselves are sometimes juggling a number of initiatives, with them generally all releasing between one another. You must surprise, will gamers quickly get uninterested in this model of videogame storytelling?
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We’re presently at Gamescom chatting to numerous builders and determined to place this query to Zak Garriss, who’s the lead author on Life is Strange: Before the Storm.
“I don’t think we’re close to [genre] saturation,” Garris tells us. “The difference between saturation and not-saturation is quality. We might be saturated with one particular mechanic, one particular kind of story, one particular representation, and as a community we’re like ‘That’s enough of that story’. But when I think about historical explosions in literature, I wonder if playwrights were like ‘come on, guys, we’ve heard enough about the classics – it’s dead, we’ve been writing about the same stories for 1,500 years’.”
It’s a good level, however there’s a unique high quality to interactive fiction. Specifically, we’re all turning into resistant to alternative in videogames, significantly after taking part in these interactive tales via for the second time and realising how a lot of it’s an phantasm. Of course, the answer could possibly be to make these selections have extra impression, or altering how these tales are advised.
“Someone can come along and do it in a unique way,” Garris says. “What’s going to happen – and I think Life is Strange is proof of that – is that the community will be interested in more sophisticated narratives. There’s a hunger for stories that they can relate to. As a dev community, if we want to continue to thrive, we need to kind of push for that and try to craft new narratives that represent new spaces and talk about new characters and experiences.”
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