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ShadeStrider

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ShadeStrider last won the day on March 28 2019

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About ShadeStrider

  • Birthday 10/01/1999

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  1. Controllable Helplessness can be a great tool in conveying Story through a game. Like a character getting gravely injured.

     

     

    But if you are going to use a forced walking segment, just consider not doing it. Just use a skippable cutscene. That way if I want to stay and listen to the dialogue, I can stay and listen. If I want to get back into the gameplay, I can also do that.

     

    Forced walking segments break immersion. And a lot of them don’t really convey any emotion to the player, which means they fail at combining gameplay and Story. In this instance, I’d prefer you just use a cutscene. It keeps the immersion of the game for players like me, because there is a choice to either stay and listen, or skip and jump back into the game.

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