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<oembed><version>1.0</version><provider_name>The Escapist</provider_name><provider_url>https://www.escapistmagazine.com</provider_url><author_name>Ben "Yahtzee" Croshaw Legacy Author</author_name><author_url>https://www.escapistmagazine.com/author/yahtzeecroshaw/</author_url><title>Idle Chatter Builds Character - The Escapist</title><type>rich</type><width>600</width><height>338</height><html>&lt;blockquote class="wp-embedded-content" data-secret="XP7gvARbJ5"&gt;&lt;a href="https://www.escapistmagazine.com/idle-chatter-builds-character/"&gt;Idle Chatter Builds Character&lt;/a&gt;&lt;/blockquote&gt;&lt;iframe sandbox="allow-scripts" security="restricted" src="https://www.escapistmagazine.com/idle-chatter-builds-character/embed/#?secret=XP7gvARbJ5" width="600" height="338" title="&#x201C;Idle Chatter Builds Character&#x201D; &#x2014; The Escapist" data-secret="XP7gvARbJ5" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" class="wp-embedded-content"&gt;&lt;/iframe&gt;&lt;script type="text/javascript"&gt;
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</html><description>Dishonored is a very very important academic study for every professional and wannabe game developer who cares about game writing &#x2013; which, in a perfect world, would be fucking all of them. Dishonored illustrates the vital role that dialogue plays in videogame story building. It does that by doing absolutely everything right in every aspect of storytelling except the dialogue, and with that single deficiency all that effort goes completely to waste. The world building on display in Dishonored is actually really bloody impressive. You can tell that they sat down and worked out every aspect of this fictional universe. [&hellip;]</description><thumbnail_url>http://cdn.themis-media.com/media/global/images/library/deriv/24/24334.png</thumbnail_url></oembed>
