Get a Cat, or, Why More Content Won’t Save Your Game
[Note: I was creative director and lead writer on Sunless Sea, but I’ve left Failbetter and I can’t speak to my old muckers’ future plans.] C.M. comments, on a post where I said ‘content spreads thin‘: “On content quantity: it depends on the game design, I think. The reason Sunless Sea still needs more content is […]