Chris Remo (Campo Santo) - Firewatch: Rethinking Story-Driven Games

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  • čas přidán 6. 06. 2016
  • How do you make a video game that is primarily about characters and story-without using combat, mechanical challenge, or traditional adventure puzzles? Chris Remo will explain how Campo Santo attempted to learn lessons from different video game genres in order to maintain player interactivity and carve out a unique space in the story game genre.
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Komentáře • 12

  • @Riggsification
    @Riggsification Před 8 lety +10

    Just great! Thanks! Chris is incredible! Game is incredible.

  • @YourLocalCopiumDealer
    @YourLocalCopiumDealer Před 3 lety +2

    I loved the dialogue and how real it felt. It's great to get a small look under the hood.

  • @Youtube123Viewer
    @Youtube123Viewer Před 8 lety +14

    One of the best talks of the conference.

  • @jeffamunoz
    @jeffamunoz Před 7 lety +8

    Chris Remo really made Firewatch incredible.

  • @ElmsGlue
    @ElmsGlue Před 5 lety +3

    24:00 interesting about that cabin, when I told D about it, she never answered. And Henry just says “ooooh Kay”

  • @Mattblaze1477
    @Mattblaze1477 Před 7 lety +8

    FireWatch was great, Great job Mr.Remo

  • @javiersantiago6621
    @javiersantiago6621 Před rokem

    GREAT Chris!!! 👍🏻

  • @doodoodudex
    @doodoodudex Před 7 lety +4

    Chris Memeo

  • @koster_3301
    @koster_3301 Před 3 lety +3

    Прикольно

  • @AnGElHisPANo
    @AnGElHisPANo Před 5 lety +3

    Well I just finished playing this game and I checked this video so I have one things to say... In the end you can tell Delilah to wait for you but no matter what she leaves and it has the same ending no matter what. The game falls into the same pattern The Walking Dead did, no matter your choices the end is the same. So was it that HARD to at least put a picture of Delilah at the end? Dan and Brian are shown at the end, Brian was covered under the rocks when his body was found so I just see things ending as a slap to such a good story and delevopers. Its like it ended so fast and quick without reward for the player.

    • @-._.-._.-._.-._.-._.-
      @-._.-._.-._.-._.-._.- Před 4 lety +5

      The journey is more important than the destination.
      At least that what Im saying to myself when Im playing narrative video games

    • @MylesBarros0
      @MylesBarros0 Před 4 lety +6

      I'm not sure how you would expect the narrative to branch in either the Walking Dead or Firewatch based on the player decisions. *Spoilers, folks*
      In the Walking Dead your decisions are usually about your relationships with other characters. Having a good relationship with Hershel or a bad relationship with Glenn has no bearing on the fact that Lee's dedication to Clementine in the heat of a zombie apocalypse is inextricably marching him towards death. The ending of the Walking Dead is that Lee makes a final sacrifice that demonstrates his love for Clementine by sacrificing himself. You're not given the choice to dislike or abandon Clementine, so why would that ending change?
      Likewise, Firewatch is a story about Henry, his friendship with Delilah, and him grappling with what's happening to his wife. The story you uncover of a man prioritizing himself over a loved one and getting that loved one killed parallels Henry's choice about caring for his wife. All of the choices you make are about that (or just living inside Henry's world) but there's no way you're going to stop the forest fire. It sounds like your complaint isn't about the ending not branching but rather that your choices get shallower once the ending kicks into gear