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tldr-bot1 point1 hour ago

Chris Remo of Campo Santo explained why few developers adopted Firewatch's reactive narrative approach despite the 2016 game's success, citing the difficulty of filling gameplay hours with dialogue-driven stories and the high animation costs of convincing character interactions compared to other game genres. Remo noted that games emphasizing interaction over narrative work against the medium's natural strengths, making it a riskier endeavor than developing gameplay-focused titles like Minecraft or Fortnite.

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