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Game design / Re: What makes a good adventure?
« on: July 24, 2008, 09:41:43 AM »
Thank You, odnorf.
Yeah I love the way story and timebased mechanics work together in Fahrenheit so I'd try to summarize. (Please correct me)
I was going to add
Yeah I love the way story and timebased mechanics work together in Fahrenheit so I'd try to summarize. (Please correct me)
- Time restricted versions of all points above in the list. (For example: conversations in which you have to choose line before time runs out)
I was going to add
- Taking (traditional) actions which affect storyline or character attributes.