SIMPLY PUT: DEVELOPERS STEAL, CONSTANTLY, FROM THEIR OWN WORKS AND ONE ANOTHER Last month, I examined the concept of dialogue in games, and how simple dialogue systems can still be a pain to create, even if you’re using a template. This month, I decided to speak to some of the developers not using standard dialogue and choice systems. Contrary to what I expected, these designs weren’t necessarily more difficult to create than a standard choice or text format – they weren’t even new , per se. They were harvested.
“We did not want to make episodic games like The Walking Dead or Life is Strange,” Big Bad Wolf, the studio behind episodic adventure game The Council, tells me. “These games have their own…
