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Submitted by Aclay 1016d ago | news

Amnesia: A Machine for Pigs will take lessons from Dear Esther

Joystiq- One of the keys to creating Dear Esther, said thechineseroom's Dan Pinchbeck, was allowing the player as much control over the narrative as possible. Speaking at a panel during GDC Europe, Pinchbeck addressed the intentional ambiguity of Dear Esther, saying that it gave players more freedom, thus making their time with the game more enjoyable.

Rather than presenting the player with predetermined series of events, Dear Esther's story is filled with ambiguity and revealed randomly, leaving it to the player to interpret it. In a very real sense, they actually participate in the story's creation. (Amnesia: A Machine For Pigs, Dear Esther, GDC 2012, PC)

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