"The essence of gameplay is procedural dialogue between the player and the game."
- Matthias Worch, the level designer for Dead Space 2
and LucasArts's recently-canned Star Wars 1313
, discussing how game design can and does combine traditions of oral and print cultures.
In this free GDC 2013 lecture from the AAA Level Design in a Day Bootcamp, Worch relates story content and gameplay to monologues and dialogues, respectively. He offers practical advice for their designs; for example, he argues that cutscenes (as monologues) should never trigger unexpectedly and shouldn't change the subject matter.
In the month following this lecture, Worch released an altered version of this talk
and its accompanying slides.
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