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Making your game general

Name: Anonymous 2018-08-08 9:11

ITT we discuss how to collaboratively design our games.

Name: Anonymous 2018-08-08 11:29

>>21
can't say I agree. imagine a simple narrative like this: bad guys make zombie virus and your're are one of the test subjects. they want to infect the water supply and kill everyone (dunno why, it's just an example). stopping them is a fairly strong motivation, and so is killing them in revenge - even if you will still die in process. so the failure state is: there is a zombie apocalypse and those responsible for it get away, and the victory state is: the world is saved and the bad guys are dead. protagonist dying fits within the horror tradition of not having clear-cut good endings, but the player has still accomplished something. like I did when getting those dubs

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