When an author constructs an entire world, they tend to want to show it off as much as possible and provide explanations to game players. That's when games get stuck, especially if borrowing from sci-fi or fantasy literature.
20 Sep 2010
What benefit is there to having terminal consequences in an adventure game? Adventure games always succumb to the issue of having an interface where you can theoretically do anything and having it confined to a space where you can only do what the designer allows.
06 Sep 2010
What Weird Worlds offers is an enormous deck of variables: what aliens you meet and what gear you find, and shuffles them up every game.
25 Jan 2010
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