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13: Procedural Storytelling with Tanya X Short

Eggplant: The Secret Lives of Games

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The Evolution of Procedural Elements in Diablo

I have spent a lot of time testing out different elements to be hidden so for example in moon hunters when we first were we're playing it out. We'd wait till the end to tell you what your reputation was and what kind of character traits your your character had earned um but we found that people didn't connect with their characters in the same way until we showed them at the moment of their choices. So really giving people the tools to understand the game isn't just about making it more accessible it's also about helping them understand the depth you've already put there.

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