Crafting Scares, Gameplay Loops, and Puzzle Agent
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To remember the work of those who were at Telltale Games, and to take a break from my usual format, today we're taking a look at one of the studio's lesser-known games, and how it had an impact on my interest in designing for horror.
To everyone who was at Telltale over the years: you put in a lot of hard work on these titles. Thank you.
Let's fight to make closures like this never happen again:
https://twitter.com/GameWorkers | https://www.gameworkersunite.org/https://twitter.com/techworkersco | https://techworkerscoalition.org/
My stuff:
https://twitter.com/APlayingFieldClick here to view this post on the main site.
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A very nice, interesting video! It's a departure from your usual fair, though I mean that positively; it's cool to see you approach a different subject matter, and with a lesser known game to boot (certainly among Telltale's output, I actually hadn't heard of this game until now).
Out of curiosity, was it difficult to adapt your initial paper into a video, or did having it beforehand make the video production process easier as opposed to starting from scratch?
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@CosmicCrown Well hey, thanks! I definitely needed (still need?) a break from my usual format, so I'm thinking one or two more videos of experimenting before I get back to level critique.
And yeah, having the article beforehand helped keep this real quick. I actually removed the segments on tension and chase sequences, expanded talking about gameplay loops, and gave it a bit of a wrapper talking about Telltale. Felt good to turn something around in a month and a half and not be exhausted by editing!
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