Jul 26, 2020
On our second installment of this hyperbolically titled
mini-series, we spotlight how information can build during the
course of a game - or even before it begins - to the point that
meaningful decisions cease to exist. Stacking an ever-growing
burden of need-to-remember information does not give a game more
depth, just as taxing a computer's RAM is usually a crutch for
sloppy development. Will new games like Skytear and Flesh and Blood
keep things clean, or, as many others, will they fall into the
trap?
Find all previous casts, as well as learning content and products,
on our website: https://teamcovenant.com