At last month’s Nicer Tuesdays the brilliant Ken Wong of ustwo gave us a terrific insight into how narrative informed and permeated the studio’s hugely popular Monument Valley game. “There is no blowing things up or high scores,” Ken explained, “just geometry and impossible architecture and forgiveness.”
He sketched out how storytelling is different in a gaming context because we the players have such a direct input, but he said that Monument Valley’s vague and intriguing narrative was key to making it something more “than a series of abstract puzzles.”
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They have brought their professionalism to both our Printed Pages magazine and the It’s Nice That Annual 2013, and we look forward to working with them in 2014 and beyond. To contact Park, email Alison at [email protected] or via the website www.parkcom.co.uk
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