Developing engaging and interactive storytelling in games
summary
Rival Games builds a licensed Robert Kirkman game that mixes comic frames with a 3D stealth heist; development starts with 2D lane movement but moves to full 3D after prototypes show limited exploration. The first mission becomes a multi-function tutorial: social engineering replaces takedowns, a mobster bodyguard added three months before shipping reshapes half the level, and design cuts most background chatter despite over 100 throwaway lines to avoid UI clutter. Branching survives via dialogue choices; the game stays a nonviolent heist.
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