| riderz13371 said: To clarify what he meant by parallelism in storytelling, Minkoff explained, "There's a cinematic term called an 'idiot plot.' An idiot plot is when a character makes a choice that the audience wouldn't make. It's like, don't go through that door! And it's very important to us that we do it right, that we make you - every moment - buy into what the characters are feeling and make you feel the same way." |
Simple solution: make the game nonlinear, so that the gamer CAN decide to not go through this door.







