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Irrationality versus Narrative driven

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#1 A T R

A T R

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Posted 06 July 2014 - 12:44 PM

I would at the opening appreciate a narrative device to welcome users into the game which rationalises our hatred for doughnuts and why we must take up the spandex against them?


Some narrative devices could be used to introduce each new area, ie

Humperdale, where you first discover your powers as they are unlocked by the mystical dooughnut mage who speaks to you in your head.

sillycone valley ' Oh no! 'They' have released countless waiting games as a way to distract the population of the planet from their foul plan. You must stop this, wake the people up and save them from themselves! '

yollywood ' You hear news 'The Company' are producing a film, this evil propaganda will brain wash people into their willing slaves, it must be stopped '


While I appreciate the joy of the almost surreal irrationality of the locations and our actions, games with a depth that drew in the player tend to be celebrated. Lets make HeroZero a game you will never forget.
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