Grim Fandango's Narrative Design

Matt W.
18 Jun 201820:32

Summary

TLDRThe video script delves into the narrative and design brilliance of 'Grim Fandango,' highlighting its unique four-year structure and how it immerses players in a rich, evolving story. The script praises the game's art and design but emphasizes the equal importance of its narrative depth, which cleverly avoids exposition while establishing character history and relationships. The analysis particularly focuses on the second year in Rubacava, exploring how the game's open-ended narrative design allows for varied player experiences and multiple interpretations of character dynamics, setting it apart from traditional linear storytelling.

Takeaways

  • ๐ŸŽจ Grim Fandango is praised for its ambitious art and pre-rendered 3D graphics, but its narrative and writing are equally impressive and well-integrated with the game design.
  • ๐Ÿ“œ The game features a unique four-year structure where each day represents a year, creating a sense of being in the middle of an ongoing story with rich character histories.
  • ๐Ÿ“– The narrative is detailed and realistic without being overly expositional, allowing players to uncover the story through various interactions without feeling spoon-fed.
  • ๐Ÿ† The second year in Rubacava is particularly highlighted for its narrative depth and complexity, which is why it receives a detailed analysis in the script.
  • ๐Ÿšข In Rubacava, Manny Calavera, the protagonist, must overcome three main puzzles to board a ship, and these puzzles structure the player's time in the city.
  • ๐Ÿ” The game's open-ended design allows for exploration and interaction in various orders, creating a multitude of ways to uncover the story and understand the characters.
  • ๐Ÿงฉ The narrative is constructed like a complex theorem, with each character providing pieces of information that can be combined in different orders to form a comprehensive understanding of the story.
  • ๐Ÿ—บ๏ธ The city of Rubacava is rich with characters, each with unique perspectives and information, contributing to the game's narrative depth and player agency.
  • ๐Ÿ”„ The order in which players interact with characters can significantly affect their perception of the story and characters, adding a layer of subjectivity to the narrative experience.
  • ๐ŸŽญ The script discusses the differences between video games and more linear forms of entertainment, highlighting how player choice in games like Grim Fandango can lead to varied narrative experiences.
  • ๐Ÿ” Replay value in Grim Fandango comes from the ability to experience the story differently each time, with the order of interactions altering the player's memory and impression of the game world.

Q & A

  • What is the main focus of the video script about Grim Fandango?

    -The video script focuses on the narrative and game design of Grim Fandango, particularly how its unique four-year structure and the order in which players interact with characters and uncover the story affects their experience and perception of the game.

  • What is the significance of the pre-rendered 3D graphics in Grim Fandango?

    -The pre-rendered 3D graphics are significant because they are considered amazing and often get the most attention, but the script argues that they should not overshadow the equally impressive narrative and writing of the game.

  • How does the game's writing accommodate the game's unique structure?

    -The game's writing is detailed and realistic, creating a sense of history between characters without being overly expositional, and it successfully gives the player the feeling of being in the middle of an ongoing story.

  • What is the significance of the second year of the game in Rubacava?

    -The second year in Rubacava is significant because it is the most praised and talked about section of the game, showcasing the marriage of narrative and game design through its complex puzzles and open-ended exploration.

  • How does the game handle the player's freedom to explore Rubacava in any order?

    -The game handles this by having a wide variety of characters with unique perspectives and information, allowing for many different combinations of story discovery, and ensuring the narrative can accommodate various player choices without relying too heavily on specific pieces of information.

  • What is the 'carnivalesque' in the context of the video script?

    -The 'carnivalesque' refers to the idea of a narrative born out of laughter, craziness, and spontaneity, which is a characteristic of novels according to Mikhail Bakhtin's theories and is related to the freedom and nonlinearity in games like Grim Fandango.

  • What are the three main puzzles that structure the player's time in Rubacava?

    -The three main puzzles are obtaining a union card, acquiring a ticket, and stopping the last member of the crew from boarding the ship so the player can take their place.

  • How does the order in which the player talks to characters affect their perception of the story?

    -The order affects the player's perception by introducing characters and plot points in different sequences, which can subtly change the player's impression of the city and its inhabitants, making the narrative more subjective and dynamic.

  • What is the 'Hitchcock effect' mentioned in the script?

    -The 'Hitchcock effect' refers to the change in perception of a scene when the audience is made aware of an impending event before it happens, as opposed to experiencing the scene with the same knowledge as the characters involved.

  • How does the video script relate to the theories of Mikhail Bakhtin and Jesper Juul?

    -The script uses Bakhtin's theories of the carnivalesque, dialogic, and chronotope to explain the unique aspects of novels, and Juul's theories of sequence, story, and discourse to highlight the differences and similarities between video games and other narrative forms, using Grim Fandango as a case study.

  • What does the script suggest about the replay value of Grim Fandango?

    -The script suggests that the replay value of Grim Fandango comes from the ability to experience the story in different ways each time by choosing different orders to interact with characters and uncover the narrative.

Outlines

00:00

๐ŸŽฎ Art and Narrative Harmony in Grim Fandango

The video script discusses the balance between the art and narrative in 'Grim Fandango,' a game known for its impressive pre-rendered 3D graphics. The game's unique structure, which divides the narrative into four 'days' or 'years,' is highlighted as a key element that immerses players in the story. The script emphasizes that the game's writing is as noteworthy as its art, creating a sense of history and realism without being overly expositional. The second year in Rubacava is particularly praised for its detailed analysis and narrative depth, with a spoiler warning issued for viewers who have not yet experienced this part of the game. The script also touches on the game's open-ended nature, allowing players to explore and interact with a variety of characters in any order, contributing to the game's rich narrative and design.

05:02

๐Ÿ” The Complexity of Character Introductions in Grim Fandango

This paragraph delves into the intricacies of character introductions and how they shape the player's perception of the narrative in 'Grim Fandango.' It explains how the order in which players interact with characters like Charlie, the Seabees, Olivia, Nick, Lola, and Maximino can significantly alter their understanding of the story. The script uses the example of Maximino's character, who can be seen as either a corrupt figure of power or a vulnerable individual based on the sequence of interactions. The narrative's non-linear nature is contrasted with more traditional linear forms of storytelling, such as film, highlighting the unique subjective experience that games like 'Grim Fandango' offer.

10:04

๐Ÿ“š The Theoretical Framework of Narrative in Games

The script introduces literary theories by Mikhail Bakhtin and Jesper Juul to explore the differences between traditional narratives and those found in video games, using 'Grim Fandango' as a case study. Bakhtin's concepts of the carnivalesque, dialogic, and chronotope are compared with Juul's ideas of sequence, story, and discourse. The video discusses how 'Grim Fandango' exemplifies the breaking of sequence, offering players freedom to influence the narrative's course of action. The dialogic aspect is touched upon, highlighting how games can speak directly to the player, and the chronotope is illustrated through the game's save screen, which fills in as the player progresses. The video also briefly mentions the incentives for players to engage with the game's world and the unique temporal and spatial aspects of game narratives.

15:06

๐ŸŒ† The Replay Value and Evolving Memories of Rubacava

The final paragraph reflects on the replay value of 'Grim Fandango,' particularly the section in Rubacava. It argues that the game's narrative and design make it enjoyable to revisit, with each playthrough leaving a slightly different impression due to the choices made by the player. The script contrasts this with traditional games where once a puzzle is solved, there's no joy in solving it again. The video concludes by expressing a sense of sadness at leaving Rubacava and the desire to return to experience the story differently, emphasizing the evolving memory of the game that is unique to the medium of video games.

20:06

๐ŸŽ‰ Closing Thoughts and Upcoming Video Teasers

In the closing paragraph, the script thanks contributors for their artwork, music, and gameplay footage used in the video. It also apologizes for the impromptu and less polished presentation of the literary theory section, offering to provide more detail if viewers are interested. The script ends with a teaser for upcoming videos on either dinosaurs, the Jim Henson show, or another point-and-click game, inviting viewers to share their preferences for future content.

Mindmap

Keywords

๐Ÿ’กGrim Fandango

Grim Fandango is a classic adventure game developed by LucasArts, known for its unique art style and narrative structure. The game is set in the Land of the Dead and follows the journey of the protagonist, Manny Calavera. In the video, the script discusses the game's art and design, narrative, and the innovative four-year structure of the game, which is central to the video's theme of narrative and game design integration.

๐Ÿ’กPre-rendered 3D Graphics

Pre-rendered 3D graphics refer to the technique used in Grim Fandango where 3D models and scenes are rendered in advance and then used in the game. This technique was ambitious for its time and is highlighted in the script as a significant aspect of the game's art and design. It is mentioned to overshadow the narrative, but the script argues that the narrative is equally important and well-integrated with the game's visuals.

๐Ÿ’กNarrative Structure

Narrative structure refers to the way a story is organized and presented. The script emphasizes that Grim Fandango's narrative structure is unique, with a four-year cycle that unfolds over the course of the game. This structure is integral to the video's exploration of how the game's story is told and experienced by the player.

๐Ÿ’กRubacava

Rubacava is a city in the game Grim Fandango and represents a significant part of the game's setting. The script provides a detailed analysis of the second year in Rubacava, discussing the narrative and game design within this location. The city is depicted as vibrant and full of characters, each with their own perspective and information, contributing to the game's rich storytelling.

๐Ÿ’กPuzzles

Puzzles in Grim Fandango are challenges that the player must solve to progress in the game. The script mentions three main puzzles that structure the player's time in Rubacava, which can be completed in any order. These puzzles are central to the game's design and contribute to the player's experience of the narrative.

๐Ÿ’กNon-linear Narrative

A non-linear narrative is a storytelling approach where the narrative does not follow a straight chronological order. The script discusses how Grim Fandango's narrative is non-linear, allowing players to explore Rubacava and interact with characters in various orders, which affects their understanding and experience of the story.

๐Ÿ’กCharacter Perspectives

Character perspectives refer to the individual viewpoints and information that each character in the game possesses. The script highlights that in Grim Fandango, characters offer unique insights into the world and the unfolding story, contributing to the complexity and richness of the narrative.

๐Ÿ’กHitchcock Effect

The Hitchcock Effect, named after filmmaker Alfred Hitchcock, is a technique where the audience is given information that the characters do not have, creating suspense or altering the audience's perception. The script uses this term to illustrate how the order in which players learn about events in Grim Fandango can change their understanding and emotional response to the story.

๐Ÿ’กMikhail Bakhtin

Mikhail Bakhtin was a literary theorist known for his work on the novel as a form of 'carnivalesque' discourse, emphasizing dialogue and the multiplicity of voices. The script briefly mentions Bakhtin in the context of comparing the narrative structure of novels to that of video games like Grim Fandango, highlighting the dialogic and non-linear nature of game narratives.

๐Ÿ’กJesper Juul

Jesper Juul is a game theorist who has written about the differences between video games and other forms of narrative. The script refers to Juul's work when discussing the unique aspects of game narratives, such as the sequence, story, and discourse in games like Grim Fandango, and how they differ from linear forms of entertainment.

๐Ÿ’กReplay Value

Replay value refers to the enjoyment a player gets from playing a game multiple times. The script concludes by discussing the replay value of Grim Fandango, emphasizing that the game's narrative and design encourage players to revisit Rubacava and experience the story differently each time, contributing to its lasting appeal.

Highlights

Grim Fandango's art and design overshadow its narrative and writing, which are equally impressive.

The game features a unique four-year structure with Manny Calavera as the protagonist, creating a sense of being in the middle of a story.

The narrative is detailed and realistic, successfully creating character histories without being overly expositional.

Year two in Rubacava is the most praised section, offering a quiet detailed analysis of the game's narrative and game design.

The game's narrative accommodates the player's freedom to explore Rubacava in any order, reflecting a complex and open world.

The narrative design allows for multiple interactions and dialogue options, creating a rich and varied player experience.

The writing of Rubacava is compared to a complex theorem, with individual stories and player discovery affecting the overall narrative.

A map of Rubacava is introduced, highlighting major characters and their significance in the narrative.

Different orders of character interaction lead to varied player impressions and interpretations of the story.

The narrative design of Grim Fandango exemplifies the difference between games and linear forms of entertainment.

The game's replay value comes from the ability to experience the story differently each time, influenced by player choices.

Grim Fandango is considered a swan song of classic studio adventure games, bridging the gap between classic and modern indie games.

The game's narrative and design create a lasting impact, with players returning to experience Rubacava in new ways.

The video includes a discussion on Mikhail Bakhtin's theories and their relation to video games, using Grim Fandango as a case study.

Jesper Juul's principles of video game narratives are contrasted with Bakhtin's, highlighting the freedom and influence of player choices.

The video concludes with a reflection on the evolving memory of Rubacava, shaped by the player's unique experiences with the game.

The video credits Brian Rodriguez for the cover of 'Remember Me' and Pushing Up Roses for gameplay footage used in the analysis.

The presenter expresses interest in making future videos on related topics such as dinosaurs, the Jim Henson show, or another point-and-click game.

Transcripts

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[Music]

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Grim Fandango was so ambitious and the

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thing that kind of gets the most

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attention is it's amazing art and design

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those pre-rendered 3d graphics and those

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are incredible but it seems like they

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kind of overshadow the the narrative and

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writing of the game which I'm not trying

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to say is better than the graphics and

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the the game design but I think they are

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perfectly equal and a married in a

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really cool way so the game has this

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really unique four year structure which

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sees the player controlling Manny

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Calavera the protagonist for about a day

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and each day as a year apart with this

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approach it constantly feels as if the

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player is turned a middle of a story and

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the game's writing needs to accommodate

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this so it has to be detailed and

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realistic and create the sense that

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these characters have history with each

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other and it does it really successfully

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but amazingly it doesn't feel to

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expositional either you know it doesn't

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feel like you're constantly being

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spoon-fed what's happened in the year

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that you were missing the section where

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this aspect shines the most is it's

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probably the most praised and talked

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about section of the game but I it's

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like that for a reason and it's the

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second year of the game in Rubalcaba

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just a little spoiler warning this this

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will be kind of a quiet detailed

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analysis of year two and so if you're

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your plank play grim I suggest coming

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back to this video after you've done

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this section of the game or if you're

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playing it now and you've be in this

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section then you can watch it cuz it

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doesn't spoil anything further than we

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recover but if you have no desire to

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play grim but if you're interested in

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the marriage of narrative and game

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design then stick around but I highly

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recommend experiencing it for yourself

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first so here's some context money has

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been working in Rubicon

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for about a year off-screen and he's now

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the owner of the casino and he needs to

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leave recover fast and the only way to

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do it is by boarding a ship but there's

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three things standing in his way then

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use tools a union card and he has to

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stop the last member of the crew from

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boarding so he can take his place these

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are the three main puzzles that

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structure your time and Rubicon they can

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be completed in any order and most of

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the places in Rubicon can also be

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explored in any order and this crazy

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openness is what makes to recover such

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an impressive feat of narrative and game

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design there's a lot going on in this

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city and there's a wide variety of

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characters and they all hold their kind

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of unique perspective on the world and

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their own information that is specific

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to them but there are so many of these

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interactions so many dialogue options

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and dialogue trees and they can be

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approached in almost any order and this

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creates hundreds of different

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combinations of ways that someone could

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uncover the story of River Carver with

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this in mind the ranking has to kind of

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fall under a set of rules you know it's

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got to give the player just enough

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information from one character so that

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can kind of stand on its own but also be

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slotted into this the wider narrative

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aruba Carver but also has to not over

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inform the player or were like too

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heavily on the players knowledge of the

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city or rely on a piece of information

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that they might have missed from another

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character the writing of river cover is

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like a complex theorem and and I want to

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pick it apart and look at the individual

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stories and how the player can uncover

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them and the order they can do and how

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it affects the overall narrative so

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here's a map of rubaba

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big thanks to matthew ripe sir i hope

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i'm saying their name right but they

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drew them up and they that means it so

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thank you for them here are the major

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characters that you'll be drawing

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narrative information from all

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characters in this year are important in

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my opinion but here's just the bare

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minimum to understand the story

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so there's chowchilla charlie the

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Seabees Olivia ofrenda Nick Virago Lola

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and Maximino here they all are on the

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map and this is where Manning starts

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the beginning of the air on the map so

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I'm just gonna go through the story of

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Rubik over in a random order that the

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player could experience and because you

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uncover the story by kind of digesting

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information from different characters so

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this is just a random sequence of the

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characters that you could talk to so

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first there's Charlie Charlie which

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makes sense to talk to him first because

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he's in the club so he tells you that he

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was kicked out of the cat races and that

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Maximino has his money and of course you

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don't know what either of those things

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mean at all at this point so you move on

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and you meet the Seabees and they say

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Maximino is the big boy in town so you

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know that Max has stolen Charlie's money

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and he's a big boy in town and makes him

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seem pretty corrupt and quite a bit

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threatening at this point and they also

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say that he gets his orders from Elmira

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which is a hint as something that will

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be revealed later in the story so then

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you might go to the blue casket and

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yield you'll see Olivia and the first

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thing you'll see is Olivia being

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involved with Nick and then you'll be

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told that olivia is in a relationship

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with max Amina so you know that olivia

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is cheating on max with Nick if you also

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keep talking to her she'll tell you that

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Lola is in love with Max Meno now Lola

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is the photo girl of the blue casket and

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she takes a picture of Nick and Olivia

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being involved when you enter the casket

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you'll also be introduced to Nick at

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this point because he is with Olivia and

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you know you understand that he is

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Maximian his private lawyer so all of

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this kind of builds up to your

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impression of Maximino

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and you know that he's got like a

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private lawyer he's he bought his

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girlfriend a club he has to be rich he's

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a big guy he steals money he's might be

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corrupt he's getting orders from

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different places he's connected you like

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to find out laura is shot by Nick

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because of the pictures she took so you

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eventually meet Magda me no and he

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denies that Olivia's cheating with Nick

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and your

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nice the Charlie's money that he has

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belongs charlie and you also hear about

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this blimp disaster in fall which is he

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made a blimp which says marry me Olivia

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it was a proposal but it also crashed

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and killed Olivia's favorite cat now it

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seems like that's kind of

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straightforward but learning about

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things in a different water really

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subtly changes your impression of the

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city so here's just a quick example

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so before Maximino tells you the full

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story about how the blimp crashed and

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killed the cat there are two other ways

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you can learn about it the cat that was

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killed Sam spoof is has been taxidermied

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and placed in a display container and

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has a plaque that says you know that

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sounds booth was tragically killed when

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the blimp crashed into the court but it

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doesn't reveal that the blimp was a

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proposal so you just have the

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information that the cat was killed by

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the blimp then you can also find a photo

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of the cat track which shows the cats

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running around but you but then you can

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see the blimp that says marry me Olivia

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but it's before it crashes into anything

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so you just have this lovely still

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picture of the cats and then a blimp

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that says marry me so you can take those

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two pieces of information separately to

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merge them together and make max aminos

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but the way that you so say if you went

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the Sam spoof one first so you'd be like

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oh that's sad and you got the photo

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you'd go oh that was the boom the

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crashed but if you got the photo first

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you'd be like oh that's nice you made it

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someone's proposing and then you learn

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by reading the plaque that oh no that

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killed the cat it's kind of like the

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Hitchcock effect say like there's a

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there's a scene in a film where a couple

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of eating dinner and then they blow up

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the the scene is completely drastically

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changed if you show the bomb first

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before blowing up and then the audience

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knows that it will blow up but as

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opposed to just showing the scene where

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they the audience knows as much as the

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couple and they just blow up it's it's

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like that because once you know the

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blimp will crash and kill the cat it

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changes your idea of the picture but if

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you just see the picture at first you

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know as much as anyone else that was

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there

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on that day watching the race so the

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order we just went through was Charlie

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Seabees Olivia Nick

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Lola max so let's say you did it in the

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order of Seabees Olivia Nick

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Charlie Lola max Charlie and the Seabees

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are from a different walk of life you

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know you get Charlie's impression and

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you think Charlie's just he's presented

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us there's this slimy Peter Lorre type

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character and he's a creepy guy and it's

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like oh well probably deserved it max

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max probably isn't all that bad for you

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know kicking this this sleazeball out of

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this cat race but you talk to the

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Seabees and they're they're these

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workers these working-class type guys

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and they're protesting max they say is

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the big boy in town he's the one that

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the whole city is ruined by his

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corruption it's putting people like them

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out of work it's making people like them

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hard to get honest work so from the

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Seabees perspective you empathize with

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them and think yeah max and these big

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guys a corrupt and little guy and it's

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not good and so it's different to what

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you think of Charlie's whereas before if

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you do Charlie CB you think maximum is

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kind of dodgy but Charlie's dodgy - and

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then the Seabees and reinforce that idea

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of chav max Amir being not all that good

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but alternatively if you went straight

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to the blue casket and and just heard

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the stories of Olivia and Nick and Lola

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that's a completely different crowd from

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the Seabees and Charlie they're much

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more you know upper-class and in the

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same sort of league as max and so you

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just get it as this kind of distant

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affair and tied up of local politics and

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it makes max seem like this guy that's

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only concerned with these three sort of

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people maybe just like this very small

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this cuz you know a relationship and

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love and love cranks and stuff it's a

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very like close circle that thing what

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you wouldn't think it would affect the

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entire town each of these characters

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build on the information of max but the

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first one you guys speak to kind of sets

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him in stone in the players mind of the

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type of character as kind

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in a way to an extent because you know

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you talk to him and gets revealed the

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character he really is but you talk to

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Charlie you see he's kind of you don't

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think it's too bad

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Seabees you think oh he's not he's a big

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upper class guy and he is not good he's

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corrupt you might even feel bad for max

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if you go to Olivia's first cuz then the

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only piece of information you know about

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him is that his girlfriend's cheating on

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him and it's a much more vulnerable in

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production than seeing the C B's or

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Charlie's perspective on it and makes

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him seem like the king of the city when

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you took Charlie or the C B's because of

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the power he has over them but you

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talked to Olivia and you see that the

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power Olivia has over him and it's just

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a complete different introduction to max

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so as you can see there's lots of

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different combinations of ways the

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player can be introduced to Rebecca and

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its characters and like you all know and

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talk about them and how they create a

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different impact of the level I think

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these examples make it clear that the

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way you order you talk to people does

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make a difference in this game not to

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the sort of canonical structure of the

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game like you can talk to them in any

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order and they'll say the same thing but

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it matters to the player it also really

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highlights this kind of difference

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between games and more linear forms of

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entertainment say like a film you know

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if you were introduced to a character in

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a film and the first thing you saw of

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them was their girlfriend cheating on

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them that and that that is a thesis

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statement for that character because

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it's what the author of the work has

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chosen to introduce them as but with

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Grimm you have these multiple

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introductions they're up to the player

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to choose how the plot the character is

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painted in their mind in a way it makes

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it more honest and more subjective

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because so one players interpretation of

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the character may well be very different

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to someone else's purely just because of

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the the way they went about learning

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about the characters

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hi just a little end note here this bit

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is quite brand ly and was done quite

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impromptu because I just found it and

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thought it would be relevant so if you

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don't want to hear some posh

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explanations of literary theories then

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you can skip to this time here I made

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this presentation quite a while ago

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talking about Mikael okay Mikhail

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Bakhtin I think that's how you say his

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name he was this literary theorist and

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he wrote these kind of points of it's

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been a while since I've read his works I

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forgive me if I'm not being 100%

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accurate but he wrote these points that

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kind of define one novelist and how it's

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separate to like a play or another form

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of entertainment and then Jesper Juul

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who wrote this kind of similar piece on

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how video games are different from

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narratives of like films and books and

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stuff and he wrote it in the 1990s and

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so I made this little presentation just

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kind of talking about how the way

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they've structured these points compared

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to each other and I use grim fandago as

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a case study because it's a really

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perfect encapsulation of why it's games

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of different two films but also rooted

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in narrative so baktuns principles were

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the carnivalesque the dialogic and the

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corona Thoth and jewels principles were

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the sequence incentive and story and

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discourse and they both had lots of

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different points but these are the three

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ones I chose to compare because they

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worked very well together and so the

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carnivalesque was this idea of like a

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narrative or a story of a novel from

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bogden's perspective being born out of

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laughter and craziness and spontaneity

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and this compares it to the mind being

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like a carnival and how it was a much

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more experimentation or experimentation

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or much more experimental and direct of

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train of thought way of writing

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it's native but it's it's it's linear

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but it's a direct sort of beaming into

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the author's head but jewel talks about

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sequence and he talks about how there

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are fixed sequences in like other forms

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of narrative but then he brings up how

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games are based on the freedom of the

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player and their possibility of

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influencing the course of action and you

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know I'm not blown any mind set because

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everyone knows the games are nonlinear

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but Grimm really implements this

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breaking of sequence in a really

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interesting way that does subtly affect

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the course of an active even though it

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seems like a very linear game I'll

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briefly just talk over these other two

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because they're not as important but

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there was dialogic and incentive and but

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didn't talk about the dialogic of this

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being of a personal way and what she

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also speaks and then the incentive which

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I thought was funny that Jewel talked

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about how the game talks to the player

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for it to be able to understand their

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world and I used this picture from grim

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if I thought it was funny because it

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exemplifies both how a character and a

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point click game will talk directly to

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the player because of the purpose of the

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game but also at the funny Lankans about

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being alone oh yeah and then there's

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this this Crona toe and story and

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discourse so the corona taupe it's

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complicated well try my best to explain

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it properly but the corona taupe is

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basically vehicles of narrative and

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vehicles of space and time in a story so

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the example I talked about in Grim

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Fandango was how something like the save

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screen starts is a completely blank

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tapestry but the more you play the more

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gets filled in so it's kind of like a

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space for the narrative to take place in

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if that makes any sense but jewel made

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this really cool little diagram

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of how a story plays out in a game and

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have discourse plays out in a game in

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the temporal distance between them and

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so the story is how the player is making

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the game progress and the discourse is

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how it's happening in real time in the

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world of the game so saying grim fandago

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how you spend like one night in ruby

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hava probably over the course of light

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it's probably like a couple hours like

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four hours maybe three hours I don't

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know the player can spend like ten hours

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in there and it won't make a difference

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is still gonna be four hours in the

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world the game I thought that was

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interesting too because the amount of

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space and time you spend in Rubik OVA

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solving puzzles talking to people does

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affect your experience and comparing it

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again to like a linear form of

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entertainment if you spent a film if you

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watched a film and it spent four hours

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on one scene that should have been an

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hour is obviously gonna change your

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opinion and the way you experience in it

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so that's another way that Grimm and

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especially we work up a really exemplify

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is this way of narrative design and how

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it differs from linear forms of

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entertainment so I'm sorry that bit

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wasn't as polished and well explained as

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my main points which were that you can

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experience recover in different orders

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and it does make a difference but yeah

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it's it's always sad to leave Rupa kava

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it feels like you're gonna miss out on a

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lot of cool things you know which is

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exactly how it should feel having to

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leave such a vibrant place it kind of

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seems like nowadays there's this this

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kind of divide between classic studio

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adventure games

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modern independent point click games and

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it's like they completely sectioned off

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from each other and grim fandago is

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often cited as being this kind of swan

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song of the classic games and you know

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although some of my favorite games of

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the genre have come from the last few

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years and they do these cool large-scale

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explorations like we recover and they

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have even references to it it makes me

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happy that I can always go back to

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recover and experience the story just

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different enough that it's still

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interesting and impactful to me I come

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back to grim fandango like every year or

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so and sometimes it's just a play we

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recover and I like to try and experience

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recover in a slightly different way

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choosing to talk to someone first I

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didn't talk to you first the first time

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seeing how it paints the story and just

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every time it leaves this slightly

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different impression of the place in my

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mind and it's amazing it's like it's a

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shifting story in picture and the way in

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this it's like there's no one way to

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remember it I'm always gonna have this

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evolving memory of it because of because

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of the different ways I'm experiencing

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it which is something that's only done

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through games and especially games that

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marry narrative and design in such an

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incredible way that is exemplified in

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Reba kava people say that there's not a

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whole lot of replay value because once

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you learn a puzzle there's no joy in

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solving it because you just go through

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the actions of doing it but this choice

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the amount of choice in this and options

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is really what makes it replayable for

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me

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I can come back to you and every time I

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do play even I played it so many times

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every time it started to leave we

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recover and I think that's a testament

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to how enjoyable the narrative and the

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game design makes it to be in Rubalcaba

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[Music]

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hey thanks for watching thank you so

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much - Brian Rodriguez I hope I'm saying

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it right but he let me use his cover of

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remember me from cocoa and I love it

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it's so good it fits so well his

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channels below

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he doesn't really good guitar

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instrumentals and thank you so much -

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pushing up roses who let me use her

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gameplay footage from her let's play

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it's a really good let's play and it's

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what introduced me to grim fandago so it

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was so cool to use it and thanks again

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to Matty right through who let me use

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the map values and I'll link that below

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- I'm sorry if that presentation bit was

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a bit of a blur but I just had it round

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and then - I had put it in quickly so

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I'm sorry about that but if anyone wants

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that I can go into further detail on

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back Dan's theories and stuff and

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relation to games because it is very

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interesting and it's it's a worthy for a

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whole video yeah let me know what you

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thought let me know of your experiences

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in recover and the Grim Fandango and

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yeah thanks so much for watching I'll

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see you next Monday I'm thinking of

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making a video on either dinosaurs the

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Jim Henson show or salmon max another

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point cut game so Fanny if a anyone's

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got a preference you can say well

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whatever

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I'll make them both eventually whatever

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who I see next Monday bye

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Related Tags
Grim FandangoRubacavaNarrative DesignPlayer ChoiceGame AnalysisStorytellingVideo GameAdventure GameGame ReviewCultural Impact