One world's too open, and one world is not open enough. Is there a middle ground, and if there is, should we even use it?
20 Jun 2011
The beginning of a game has to convince the player that it's worth playing, draw the player into the game's world, explain the game's mechanics, and do it all in a way that's not so slow and plodding that players give up before even getting to the meat of the game.
05 Jun 2011
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