You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

Session Name:

Interactive Story Without Challenge Mechanics: The Design of 'Firewatch'

Overview:

What is the role of design in a game that doesn't include combat, puzzles, or other traditional mechanical challenges? Can the story itself be the gameplay? On 'Firewatch', the developers set out to create a compelling story that unfolded in real time and allowed for player-centric interactivity and responsiveness, without allowing the player to ever "fail." In this talk, game designer and composer Chris Remo will discuss the ways in which the team succeeded (and came up short) in making deep interactive narrative design a vital part of 'Firewatch', a pillar they are continuing to build on in their upcoming project, 'In the Valley of Gods'.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

  • GDC 2019
  • Chris Remo
  • Valve
  • free content
  • Design
  • Design