Feature: Taking Apart Sandbox Storytelling
In Gamasutra’s latest feature, Ernest Adams returns with a new Designer’s Notebook column in which he looks at techniques for storytelling in a sandbox design, and explains why Grand Theft Auto doesn’t truly tell a sandbox story. “The Grand Theft Auto games famously include sandbox play, but they don’t do sandbox storytelling,” Adams writes. “Instead, you get the usual linear chain of missions …
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