
Designer Notes 27: Lucas Pope
Designer Notes
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Is There a Need for a Budget Game?
The richness of the experience comes very much from the narrative and the stories. The other thing that seems like sort of a thread is like a gradually increasing amount of narrative in the projects. And then papers please, seems like at its core it has like, yow, there's a spot the difference mechanic. Was that comfortable to throw that in the mix? Or is that bensome you've been interested in for a long time, and it just hasn't fit in scope wise? or no, i wouldn't say i was interested.
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