
Some discussion starters:
- What sorts of story-telling devices capture your attention when you start a game?
- Are there specific genres that benefit from a particular kind of hook?
- What are the relative strengths and weaknesses of a cut-scene approach vs. a gameplay approach?
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Show notes:
- “History, Mystery and Story: Games and the 10 Minute Rule,” by Leanne C. Taylor, via Gamasutra
- Run time: 35 min 45 sec
- Music provided by Brad Sucks