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Brian Crick is in the clubhouse to talk about how he intertwines narrative and puzzles in his game Tinselfly. We talk about character motivation, player buy-in, and where you even start with a project like this. And if you also are late to playing Myst, you'll learn you are not alone. Just... don't bring Mark the red pages...
Narrative-Driven Puzzles
Game DesignNarrativeTinselfly - SteamGorogoa - SteamThe Longest Journey - SteamFler avsnitt från "Nice Games Club - a gamedev podcast!"



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