
The interconnectivity binding the stories together grew as the leads honed in on the story, though. “ definitely were a part of the fabric of the DNA of the story to begin with.” “We had the story written, and then we were thinking, how can we divide these stories up? And at least two of them had very clear cliffhanger beats that happen at moments. “The idea of having six chapters per story, that wasn't a magic number we decided,” Holland said.
#Last stop game tv#
that provided the ability to set the pace at which you experience the whole thing, for it to be more like episodes of a TV show.” So there needed to be this chapter structure. “And because we wanted the stories to overlap and to meet at the conclusion, we thought that would spoil the story. “We knew we'd have these parallel stories, and we were concerned that someone would start story A, play all the way through story A to the ending, and then go to the beginning of story B,” Burroughs explained. That structural limitation was an intention of the developers to make sure players were always engaged with not just all three stories, but of the larger threads tying them together. Each of the three stories comprises six chapters, and players will have to complete a chapter of all three before moving on to the next (ie: finish chapter 1 of all three before you can start any story’s chapter 2). And nearly every episode clocks in at the 15-20 minute range, giving the larger stories more the pacing of a season of a bingeable streaming show.

Last Stop is episodic, but comes as a complete package - you won’t be waiting months from now to see its story conclude. Building an Episodic Game With TV-like Pacing
