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Words, Rhianna Pratchett And The Meaning Of Lara Croft

Writing in games has a pretty terrible track record. Games are sometimes garlanded with the tortured scribbles of designers who fancy their literary skills. Or marketing folks drape stories over mechanistic constructs, like sopping blankets.

Even those games that seek to tell more involved stories through character, plot and dialog — The Last of Us, Tomb Raider, Firewatch, Gone Home, Life is Strange — are often caught between their creators' need to keep players busy doing stuff and their desire to engage with deeper narratives.

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