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Narrative Experience First: Interaction Design in 'Fragments of Him'
The design of 'Fragments of Him' is 100% driven by the goal of keeping the player involved in the story. This required many small design choices to be made about how to smooth the player's experience and how to amplify the narrative with the interactions.
This talk will cover the successes and failures we came up against in the development of the game, including many practical examples of topics such as reticule design and iteration, forced player movement, removing interactions to create additional immersion, and more. The session delivers many tips you can apply to improve your own games.
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