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Designer Notes 76: Tanya Short

Designer Notes

CHAPTER

How to Write a Game Without an Antagonist

"I would have very much struggled to write the game without an antagonist but maybe I should have tried harder" "It feels very strange to have that kind of double standard of it like when a game communicates that it is trying to be diverse and progressive and whatever then it better be perfect" 'There must be some space for an author or whatever to write a story in a way that that they want to convey' "'If it's supposed to be get a little real a little tiny bit real sometimes yeah so then it doesn't catch people totally off guard as a product,' he says."'You probably were in a lane where for whatever reason you can't necessarily play by the rules that other

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