FREN

#FF00AA


25 nov. 2022

Rethinking about Pentiment and how rare it is that a game has consequential time jumps. Showing you the long-term results of your choices is such a great way to make them matter. Even in a completely linear game, just seeing people get older, and exploring the ways the world changed, does wonders to deepen your connection to the world.

And, sure, you need to update your character models and move some stuff around in the landscape. But, on the other hand, that’ll always be a lot cheaper than creating whole new locations and characters for the second or third act of your game.

Turns out you don’t need to create a trilogy spanning an entire decade to get your players involved in the story. Making a single game span twenty-five years is good enough. (Having stellar writing helps, too.)

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