Where the Heart Is – Constrained Storytelling

The problem with storytelling in games is that most stories are either very specific, or totally ambiguous. There's something to be said about all types of storytelling, emergent, environmental or cinematic. With Where the Heart is, we wanted to tell a story with the minimal resources we had. Like I learned at Brooke Maggs' Narrative Design … Continue reading Where the Heart Is – Constrained Storytelling