User:SOTO/Forum Archive/Inclusion debates/@comment-24894325-20180907002807/@comment-26845762-20191115025453

We are no longer in the early stages of Infinity's existence, much the opposite it would appear. On top of all the juicy points above, an article in DWM 545 gives many relevant insights to the intention behind the game's stories.

Christopher Dring writes:

"Infinity is an unusual game in that it places story above everything else. Typically with a game, it's all about the gameplay and the story comes afterwards. ... Yet with Infinity'', the script came first."

- Chris Dring

And, as an interesting contextualisation of already-discussed features:

"The focus on story has seen Tiny Rebel introduce the ability to skip puzzles for those players who don't want to play. "Last year we pitched Infinity very much as a game," says Susan Cummings. "Which in some ways is a disservice, because it's not just a game. It's something we hope will appeal to people who are just fans of the show or audio dramas. People who are maybe not that big on games.""

- Chris Dring

So, in other words, one of the above-identified few potential variances in player experience, level skipping, was intended to be a way of keeping player experiences uniform. Also, the comparison (of which there are several in the article) to Big Finish really highlights the linear, unchanging natures of the stories within Infinity.