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The moment you start dictating content/themes/story vs. allowing the player to be a participant in the story and carve their own path, you're doing the player a disservice.
Chris Avellone
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Chris Avellone
Age: 53
Born: 1971
Born: September 27
Computer Scientist
Role-Playing Game Designer
Screenwriter
Video Game Designer
Video Game Developer
City of Alexandria
Virginia
Moments
Allowing
Stories
Theme
Content
Dictating
Player
Participant
Path
Carve
Start
Disservice
Story
Participants
Moment
Themes
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I've got to be honest, I absolutely don't like designing romances. I think that you get a lot more drama and impact from failed romances, or unrequited relationships that occur in games. I think that creates more player tension.
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