The Moving Pixels Podcast Looks at the Scenic Vistas and Human Drama of ‘Firewatch’
This week we consider the beautiful world that Campo Santo has built for us to explore and the way that the game explores human relationships through its protagonist's own explorations within that world.
The Barkley Marathon and Incomprehensible Game Design
The challenge of understanding something enough to beat it is part of the joy of unraveling incomprehensible game design.
‘Firewatch’ and the Case of the Much Too Obvious MacGuffin
In creating a plot device to motivate its characters, a MacGuffin, Firewatch competes against itself, with a story that it is a gimmick and a story that it really wants us to care about.