didn't get up to a whole lot of work this week because i finally decided to play the wolf among us (a day before the sequel had its... fourth? fifth? announcement lol). i was a kid when it came out so i never got around to playing it and now i can see why it was so popular (not that i ever doubted why it was). super fun, very satisfying to talk to an annoying character and just have the "punch his face" option appear lmao. it has me thinking about narrative games and how they're made - i think i often tell myself that i should be able to create enormous, sweeping narratives on my own because, idk, there's some self-flagellating nobility in creating games as a solo dev (nonsense). but then i see games like that and it's like, if anyone ever wanted to create a narrative with that many choices, subtleties, etc. (which, compared to other narrative games, there aren't even that many!) it would be basically impossible and would take a lifetime. and i'm not even doing dev fulltime! so i…
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