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Designing 'Six Ages', a Storytelling Strategy Game
Indie cult classic 'King of Dragon Pass' was released in 1999. Despite critical accolades and enthusiastic fans, its blending of myth, storytelling, and simulation remained unique until its spiritual successor, 'Six Ages: Ride Like the Wind' came out last year. Designer David Dunham will share how the distinctive design elements work in 'Six Ages'. He'll show how the pieces fit together to create a re-playable emergent narrative with an overall story arc, interesting and helpful advisors, and a strategic simulation of politics. He'll explain how a text-based game achieves immersion, and describe the tools that let a small team create a game with as much text as the first four Harry Potter novels.
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