"You're swimming against the tide making games like this": Why more developers didn't copy Firewatch's reactive storytelling
By the time Campo Santo were reaching the end of Firewatch's development, Chris Remo was itching to start over. "I remember feeling, 'God, if we made this exact same game again now, we could take these ideas so much further'." After Firewatch's release, Remo began giving talks about what Campo Santo were trying to do: making a game that focused not on interactivity, but reactivity. "I was hoping this model would catch on and be pushed forward and done in a more ambitious way than we did," Remo