Gamasutra - The Designer's Notebook; No Twinkie Game Design
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September 5th, 2007, 12:12
Great article, lovely summary of design flaws.
I especially like the passage about the amnesia - it so overused and cheesy cliche. On the other hand, rather than to explain character's lack of knowledge about the gameworld, designers could use amnesia to add realism to things like fast character's progression, in the style of "The Bourne Identity" etc.
Join Date: Aug 2007
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