
Looking back, the only issue Remo has with this approach is that he thinks it might have worked a little bit too well.

So we ended up focusing a lot more on what you could sort of call micro choices happening all the time, as opposed to big, chunky branching choices.” And that can be anything from a whole conversation to just changing one line in the middle of a conversation and leaving anything else the same, or anything in between. In theory, other things can happen but in a game like Firewatch, the main payoff is lines of dialogue. “Then as a result of those things being tracked, different lines of dialogue can play. “Basically, anything the player chooses to do can be tracked by the game,” Remo explains. Even whether a player chose to pick up a bottle and then look out the window, or look out the window before picking up a bottle, was constantly tracked by the game, and could be used to influence the game’s responses.
FIREWATCH GAMEPLAY HOW TO
Once the team had figured out how to design the food supply choice, everything else in Firewatch could take on more subtlety. “And that one little thing really opened up a lot of thinking for us.” “If you take all the extra food, there's an additional little dialogue that you get after that, in which Delilah yells at you for basically being an asshole,” Remo explains. This also led to a greater design emphasis on dialogue, with how Deliah reacts serving as the reward - or punishment - for your actions.

According to Remo though, the team didn’t feel telegraphing thisin such an obvious way was necessary, or improved the experience for the player, so it was left as a more implicit decision. Originally, this had been a set choice, where the game would have stopped dead and asked you what decision you wanted to make.
