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Creating Emotion in Games: The Craft and Art of Emotioneering™ by David Freeman

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Chapter 2.26. Emotioneering Techniques Category #26: Cohesiveness Techniques

Making it all hang together.

This chapter

deals with ways to make one part of a game feel connected to other parts that otherwise might feel separate in time or space.

It might seem strange to talk about connecting one part of a game to another. Is it really a problem?

I've experienced more than one game where the various missions seemed very disjointed, and the world they took place within felt fragmented.

In such games, the action may move from place to place, with new characters to encounter and new locations to explore. Newness is usually a good thing—it keeps the experience fresh. But continual newness of location and characters can, if mishandled, have one drawback: ...

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