Amnesia: A Machine For Pigs reached a major milestone last week when thechineseroom sent us their final version of the game, representing over a year’s worth of hard work. But don’t get too excited just yet!
Goals and Storytelling
Let’s talk about goals in storytelling games. Not really the far-reaching “save the princess” or “kill the evil dude” kind of goals, but the local and moment-to-moment goals that face a player throughout the experience. I have sort of touched upon this in the scene-approach to high level story telling story design post, but want to discuss it a bit further. I think this is another major reason why there still a need for either violence or puzzles to drive the story forward. The reason being that the player does not know what they should be doing otherwise.