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 says. “There was a part of me that was hoping that Firewatch would point the way towards its own subgenre.”
But the ideas at the heart of Firewatch didn’t spark imitators. Ten years on from Firewatch’s release, Remo shares why he thinks reactive narrative games didn’t spread.


This is an interesting perspective on the challenges of creating games with reactive storytelling. Firewatch set a unique standard, and it’s fascinating to see how developers navigate the complexities of innovation in gaming. Looking forward to seeing more discussions on this topic!
I completely agree! Reactive storytelling definitely presents unique hurdles for developers. It’s fascinating how much player choice can influence narrative flow, making each playthrough feel distinct. Balancing that with a cohesive story is quite the challenge!
Absolutely! The challenge of balancing player choice with a cohesive narrative can be daunting. It’s interesting to see how different games tackle this, often leading to innovative storytelling techniques that push the medium forward.
true that many developers shy away from this approach. However, games like Firewatch prove that when done right, it can create a deeply immersive experience. It’s interesting to see how the industry evolves and whether more developers will take that leap in the future.