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Session Name:

User Responses to Narrative-Driven Games


This session will focus on methods of predicting how players are likely to behave upon being confronted by a choice in an interactive narrative. Based on the analysis of the data obtained by recording each and every decision made by over 150 players who played narrative focused games like Mass Effect, The Witcher, Heavy Rain, The Walking Dead and many others over the course of four years, this research will explain how and why players decide the way they do, how players clearly fall into three main archetypes and how we, as narrative designers can integrate decision into our interactive narrative and game design, instead of thinking of choice as a disruptive force.

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  • GDC 2014
  • Fasih Sayin
  • Crytek
  • free content
  • Game Narrative Summit
  • Game Narrative