
Designer Notes 65: Robin Hunicke - Part 2
Designer Notes
Why Were Always Asking the Player to Sacrifice?
The game was a two player game, until you got to like uswell, it was too player on line. You could get wiped out and have to start the level over. So we had failure states ad huge - but they felt huge because the game was so boring. The travelling had to be really engaging, and we were removing game play challenges. It's about giving people the chance to sacrifice something for someone else. That's what i think genovas aa, sorno is all about. And trying to create an environment of abundance on the team.
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