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Session Name:

Ambiguity and Abstraction in Game Writing: Lessons from Dear Esther


Despite a lack of interaction and traditional gameplay, Dear Esther still succeeds in creating a powerful, engaging game. This session focuses on the game's unusual story and examines how very different narrative experiences can be created. It focuses on both the storytelling devices the game utilises, and the story itself - how it handles plot, emotion, character, symbolism and ambiguity to help the player construct a complex and largely self-generated story experience.

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  • GDC Europe 2012
  • Dan Pinchbeck
  • thechineseroom
  • free content
  • Game Design
  • Design