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Depends on how you look at game design. Are you trying to tell a story or pull the player into being part of the story. If your telling a story then you want a very well developed and played out scenes and dialog. If your trying to pull the player into the game world then you only use story scenes at critical moments and let the players flesh out the rest.



Squilliam: On Vgcharts its a commonly accepted practice to twist the bounds of plausibility in order to support your argument or agenda so I think its pretty cool that this gives me the precedent to say whatever I damn well please.