"Having a sense of presence might actually be the best storytelling device we have in our media."
-Frictional Games' creative director Thomas Grip believes in letting players' imagination do most of the work.
In this GDC Europe 2012 lecture, Grip shows the science behind and the practical implementations for maintaining this level of immersion. He demonstrates how even lauded games such as Heavy Rain, Dead Space
, and Assassin's Creed
break this sense of presence and how games such as Limbo
For other perspectives on storytelling, GDC Vault has free lectures from Kent Hudson on player-driven stories
and Antony Johnston on what comic books can teach video games
About the GDC Vault
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