Live at Oz-Comic Con 2016: Linear vs Non-linear story telling, Fan feedback + controversy, communicating in games episode artwork

EPISODE · Apr 3, 2016 · 37 MIN

Live at Oz-Comic Con 2016: Linear vs Non-linear story telling, Fan feedback + controversy, communicating in games

from Lightmap - Conversations with video game creators · host SIFTER

It's our extended LIVE episode from Perth's Oz Comic Con! First up we spoke all about the differences between linear and non-linear story telling, and the constructed narrative. We explore how creating fixed narrative can be a stylistic choice, or could be due to limitations in hardware. We also look at how a recent well articulate argument on the Overwatch beta forums was able to change a victory animation for character Tracer. We explore feedback from fans, how they can influence development, and how sometimes the squeaky wheels aren't always representative of the player base. Finally we talk all about moves to limit the communication in multiplayer games such as Hearthstone, to avoid the players from using their games to attack each other. Like all freedoms, it's a trade off and we look at whether or not that trade off is worth it. You can find us on all the social media sites, Twitter, Facebook, Instagram, Twitch, YouTube and Steam. Just search for "pixelsift" and you'll find us!Support the show: https://sifter.store

Episode metadata supplied by the publisher feed · Published Apr 3, 2016

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Live from Oz Comic Con Perth - We look at Non-linear and Linear storytelling, fan feedback, and communicating in games

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Live at Oz-Comic Con 2016: Linear vs Non-linear story telling, Fan feedback + controversy, communicating in games

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