Choice Architecture, Player Expression, and Narrative Design in Fallout: New Vegas
In this 2012 GDC talk, Obsidian's Josh Sawyer uses the success of Fallout: New Vegas as a lens to examine the growth of dialogue trees and choice-driven gameplay to figure out what's changed for the better, and what game designers still need to work on.
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Видео Choice Architecture, Player Expression, and Narrative Design in Fallout: New Vegas канала GDC
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Follow us on Twitter
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Check out our Facebook page for GDC exclusives
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Visit our site: http://ubm.io/2ctNvqZ
Видео Choice Architecture, Player Expression, and Narrative Design in Fallout: New Vegas канала GDC
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