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Tag: assassinscreed

General Video Game Theory

Beyond Main Quests: How Horizon Zero Dawn’s Gameplay Killed its Story

Horizon: Zero Dawn offers a new take on an old problem of open-world storytelling.

By Richard Nguyen, 2 years ago February 7, 2018
General Video Game Theory

Nudgy Controls, Part II

Nathan Randall discusses how control schemes guide storytelling in video games.

By Nathan Randall, 2 years ago June 19, 2017
General Video Game Theory

Nudgy Controls, Part I

Nathan Randall's theory of control schemes in video game storytelling.

By Nathan Randall, 3 years ago April 26, 2017
Final Fantasy

The Tragic Irony of Final Fantasy XIII-2

A warning to FFXV of the places where FFXIII went wrong.

By Aaron Suduiko, 3 years ago November 29, 2016
A Comprehensive Theory of Majora's Mask

Aliens, cows, and “Assassin’s Creed”: what works, and what doesn’t.

Exploring the anomaly of Them in "Majora's Mask" in comparison to the First Civilization of "Assassin's Creed."

By Aaron Suduiko, 5 years ago January 30, 2015
A Comprehensive Theory of Majora's Mask

Want to learn how to design sidequests? Play “Majora’s Mask.”

"Majora's Mask" is exceptional because it offers the most meaningful and ontologically logical sidequests possible of a game.

By Aaron Suduiko, 5 years ago November 16, 2014
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