"You're swimming against the tide making games like this": Why more developers didn't copy Firewatch's reactive storytelling
Chris Remo of Campo Santo discusses why Firewatch's reactive storytelling model, which focused on player choices influencing dialogue and world reactions rather than traditional gameplay, did not inspire many imitators. He attributes this to the inherent difficulty in implementing such systems in games, the high cost of creating convincing character interactions, and the medium's natural inclination towards more interactive genres like those found in Minecraft and Roblox.
Rock Paper Shotgun
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- Valve
- Firewatch
- Artifact
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- Walking Simulator
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- Dota Underlords
- Chris Remo
- Campo Santo
- Half-Life: Alyx
- In The Valley Of Gods
- Reactive Storytelling
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