GSW : Building On BioShock 2 With Minerva's Den

GSW writes, "Our own Leigh Alexander talks to 2K Marin's Steve Gaynor, who led writing and design on BioShock 2's story-driven Minerva's Den DLC, about the gameplay-narrative blend and the unique opportunities his small team had."

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'Tacoma' Creators Talk Diversity, Evolution and 'Gone Home'

Interview with Fullbright co-founders Karla Zimonja, Steve Gaynor on 'Tacoma', 'Gone Home' and on diversity, evolution of the games.

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bluefox7552450d ago

So many articles about this game, and no one is commenting on any of them. I get it, these guys are media darlings after Gone Home, and they really want this game to be a hit, but you can't force it, no matter how much you talk about diversity.

80°

IBD Podcast #14 - Steve Gaynor on Gone Home, Tacoma and games in culture

Gone Home was one of the first games upon which the term ‘walking simulator’ was bestowed, games in which you move around an environment, seeking out interactive artefacts and/or triggering audio and video logs that, together, tell a story - the interaction and player agency coming from the order and pacing through which you uncover moments of interest.

Your resultant depth of understanding is determined by how far you're willing to explore both the world around you and how you decide to interpret what you've seen, heard and ingested.

Here Steve Gaynor of The Fullbright Company (Gone Home, Tacoma) talks to Indie By Design's John Robertson about the progress he and his studio has made since Gone Home, what is the core nature of his games and how he goes about constructing and designing them. We also discuss his work on the Bioshock series and where games as a whole sit within wider culture and why they find themselves in their current position.

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Tacoma Preview: 200,000 miles from home | Clip Through

Spenser Smith from Clip Through writes: In real-life 2088, when historians look back and compare their present day with Tacoma as we do with all science fiction, the most interesting question won’t be whether or not the game correctly predicted a new technology, but whether it portrayed a realistic experience—authentic interactions and consequences between new technology and human beings.

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