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Author: Space Lizard
Plot twists are almost an expectation in game narratives at this point - either as regular screws that are doled out to keep a consistent level of interested over 40+ hours, or as a huge nail through the game's story meant to excite and entice would-be players and observers. Either way, they're still tools - singular instances that rely on the presence of preconceived notions, cultural expectations, and "playing the player," or viewer, as it were. The difference with games is that whole "interactive" dimension and how deeply a designer can instill that sense of screwiness with a well-thought-out shift in gameplay.
So, I've harped about game design documents at least once already, and even given a rough breakdown on their composition and why they're so important in articles past. Today, however, I hope to really get into the process so that you, the aspiring game designer, can have a structured first-time game design experience that won't drive you away from the process forever.