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Game-Changing Storytelling: How To Integrate Narrative Elements in Mobile Games

Game Refinery

A narrative can also help with pacing, building and releasing tension alongside key story beats while directing the players’ attention and emotions through them, all the while supporting other features and creating a meaningful foundation for retention.

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On the topic of cutscenes, do you think we will get to the point where fully pre-rendered cutscenes will be phased out entirely? Are there any other advantages to having a cutscene be pre-rendered rather than in engine besides the cutscene being “prettier” than the base graphics?

Ask a Game Dev

I don't think that we'll ever see pre-rendered cutscenes go away permanently. As in-engine rendering improves, AAA games will likely move away from pre-rendered cutscenes but AAA games are far from the only games that use cutscenes and have engines that can render high quality cinematic visuals (e.g.

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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

There's a Portal-like moment where you escape the puzzle. This isn't a big apocalyptic video game betrayal cutscene where a villain reveals himself and destroys a castle, instead it's a smaller deeper betrayal that instantly brought me back to being a teenager. After all, how many games offer you a "suffering musician" build?

Indy 130
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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

Being able to build a plane and cruise over the enormous landscape is a hoot. Each has a puzzle you have to solve, and the puzzles all use different abilities and parts of the engine. Each time you find a “Geoglyph," you watch a cutscene which shows a sliver of what happened to Zelda.

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Secrets in Videogames

Keith Burgun

This concept of “secret” doesn’t really make sense in a strategy game, contest, or a puzzle. So technically, it may be more like a “bad puzzle”, but in any case it shares a lot in common with secrets. It also is kind of hard to do, practically, in tabletop games (although it is possible !).

Fantasy 52
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Giving up on the “1P Strategy Game”

Keith Burgun

Indeed, one of the main starting points for the design was that it wouldn’t be a puzzle, standing in contrast to the highly puzzle-like nature of Advance Wars. In any case, when humans get involved, they build culture.

Games 52
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Sandbox vs themepark

Raph Koster

There were creative worlds such as MOOs where anyone could build anything. But on a few Dikus, it led to making quests too, and it was actually a lot easier to build quests in a “quest system” than to one-off hand code them in an LP mudlib that didn’t implement a “system” for it. This, in fact, was what my signature design style was.

Sandbox 59