|"Life is Strange" Case Study: Using Interactive Storytelling and Game Design to Tackle Real-World Problems
|Michel Koch, Raoul Barbet
|Dontnod Entertainment, Dontnod Entertainment
|Track / Format:
|Game Narrative Summit
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|Join the co-directors of the episodic game "Life Is Strange" as they reveal how they approached the inclusion of emotional, often sensitive, and sometimes taboo real-world issues into the core narrative of the game. Examples from the game will illustrate how the interactive nature of video games can be used to tackle difficult subject matters, driving players to reflect upon intense questions and emotional challenges; and how the coordinated development of story, characters and design can be used to achieve these goals.