“At the end, [the game mechanics] are fun, and buy gameplay time. But that is not the adventure. The result is a crossover between a casual pastime and an adventure experience, but, guess what: In some years, you will remember the adventure, not the inventory management or the minigames. […] We can do better.”
This is an excerpt of the part one of an ongoing series of post describing the design of Turing Adventure. You can read the whole post here.
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