narrative designer, goofball


MOOMANiBE
@MOOMANiBE

everything about this pitch is like "game that would get someone killed within a month"


ianmichael
@ianmichael

for details on majestic—a 2001 game by EA that "broke the fourth wall" in ways similar to (but more restrained than) this—and why it failed miserably please consult my post on the subject


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in reply to @MOOMANiBE's post:

I often think to myself that I'm glad I work with gamedev because the idea of someone's well being getting harmed because I made a mistake is really terrifying to me. Can't imagine wanting to embrace this much responsibility willingly

i worked on this (late on, for a bit) and... i mean, yeah, maybe. but at least we knew that, were designing with that very much in mind & took the risks seriously!