We at Transneptune Games have recently discovered that we are pretentious.

This came to light while we were editing our game Becoming Heroes (which is the final title of In a Dragon-Guarded Land). One fine editor was kind enough to point out that our in-text language was a little on the pretentious side. At first we were (briefly) dismissive of his point on the grounds that it was okay to be so. After all, we’re indie gamers. We speak of IIEE and narrative authority as casually as sane people might talk about their coffee this morning. But after sleeping on this criticism and re-reading the game, we realized the horrible truth of the matter. We were not just pretentious, we were unbelievably pretentious.

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We here at Transneptune Games have had a breakthrough. There’s been a lot of talk on this blog about things like “story” and “narrative”. We’ve talked about moral choice, the feel of a mechanic. We’ve even talked about, dare I say it?, fun.

But we’ve realized that none of this is sufficient to make the game we want to play.

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