Dota Underlords
News, coverage and analysis tracking Dota Underlords across the outlets.- "You're swimming against the tide making games like this": Why more developers didn't copy Firewatch's reactive storytellingChris 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.
- "You're not doing parkour off a roof, but the principles were the same": How the makers of Firewatch pulled from Mirror's Edge, Far Cry 2, and Bioshock to tell a new kind of story in a walking simulatorCampo Santo developers discuss the inspirations behind their narrative exploration game Firewatch, drawing from titles like Mirror's Edge, Far Cry 2, and Bioshock. The team focused on creating a grounded, human-scale story with reactive gameplay elements and a strong sense of place, influenced by their camping trip to Yosemite National Park.