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The Language of Gameplay and How to Speak It
Stories in games are often delivered alongside gameplay, not through ityet in the player's mind, there is only one "story": the experience of playing the game as a whole. To make our games say things we want, we often lean on linear media storytelling toolbox, and it works. But all games (intently or not) also speak through player actions and the content they operate on, framed by the designers' intent. It's only fitting we develop our design toolset to power this language. This talk aims to explore conceptual foundations for thinking consciously about designing meaningful experiences in games, spoken through gameplay and systems, not only words and pictures.
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