> For the complete documentation index, see [llms.txt](https://alessialonardi.gitbook.io/alessiakosmos/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://alessialonardi.gitbook.io/alessiakosmos/risorse/fonti/firewatch-analisi.md).

# Come si crea un'avventura narrativa - il game design di Firewatch

| Titolo                | Come si crea un'avventura narrativa: il game design di Firewatch                                                                                                                                                                                                                                                                                                                                                                                                                                 |
| --------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Anno di pubblicazione | 2025                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |
| Argomento (Tag)       | #gamedesign                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| Descrizione           | Dall'etichetta "walking simulator" emergono giochi narrativi dal design che appassionano milioni di giocatori. Ma come fanno giochi narrativi a cui lavorano una manciata di persone ad avere un successo simile e a rappresentare una lezione di game design? In questo video esploriamo il concetto di walking sim e avventura narrativa, analizzando il game e narrative design di Firewatch, un gioco in cui sei una guardia forestale alle prese con anomalie strane e memorie dal passato. |

## Fonti

* Do You Copy? Dialog System and Tools in Firewatch, GDC <https://youtu.be/wj-2vbiyHnI?si=qysR3e-tyck7s2K9>
* Interactive Story Without Challenge Mechanics: The Design of Firewatch, GDC <https://youtu.be/RVFyRV43Ei8?si=KSaETs6T_Duno5wH>
* Campo Santo | Project Firewatch <https://projectfirewatch.com/info/camposanto/>
* The Walking Sim Is a Genuinely New Genre, And No One Fully Understands It <https://archive.md/riylW>
* A brief history of the “walking simulator,” gaming's most detested genre | Salon.com <https://www.salon.com/2017/11/11/a-brief-history-of-the-walking-simulator-gamings-most-detested-genre/>


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