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about it?I don't think that's the wrong way of thinking about it at all.RS 3 Gold I think those pacing issues are really important. In some ways, you make it a lot easier for yourself to do this if you keep the pieces of narrative short. Telling someone a short story, it's a lot easier to control the pace of that than if you have people logging in and logging out and running around a continuously active Runeacape game world. Obviously it's a lot easier to control pacing, to control that kind of narrative variability within a tightly constrained, like, "This is a tight story, it's going to last 45 minutes of your life. The possible branches are here, here, here, and here." That's a much more manageable Runeacape player experience than a world that people drop in and out of. People are really kind of making their own level of engagement with the story in a way that you can't entirely control and maybe don't even want to control.Assuming that interactive storytelling is something we're all collectively working toward trying to improve, what one thing do you think we should all be tackling and possibly trying to solve?It's funny. Chris Crawford asked me this question a few months ago, and I frustrated him with my answer. Possibly I will frustrate you as well! I do not think there is any such thing as the one grail we should all be searching for. If there's something we should all try to do, it's communicate with each other better about the different things that we're trying, for several reasons. I really do not think that there is one silver bullet to this. In my own projects, in the things that I've worked on, which range all Buy Runescape Gold
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