The Unreliable Gamemaster: Increasing Immersion in Story-Driven Games
Hit titles like Gone Home, Firewatch, and INSIDE have redefined storytelling in video games. The immersive power of these titles can be partially attributed to a significant shift in the role of the game designer. Must the game designer always be an impassive enforcer of rules and winning conditions? Does a game need clearly defined objectives? This talk will explore the traditional relationship between game designers and players, and how breaking formal structures can increase immersion in story-driven games.