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Pursuing Interactive Suspension of Disbelief
A game with an explicit narrative requires a suspension of disbelief on the part of the player in order to foster emotional investment and promote feelings of real consequence. From his work on Telltale Game's The Walking Dead to the beginnings of their new game at Campo Santo, designer and writer Sean Vanaman explores the challenges encountered and techniques used in creating tonal, emotional, systemic and narrative consistency in the pursuit of suspending a player's disbelief.
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