Gameflow refers to how the player interacts with the game; in Wing Commander, that usually means everything interactive outside of the cockpit -- how the game tricks the player into thinking a simple menu is actually the ready room of a starship. This document interests me, because it very much defines the team's design philosophy - simple and immediate over complex.
These updates are thanks to John "Captain Johnny" Guentzel, who provided several CD image archives of material used by the Wing Commander Prophecy development team!
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Date: April 30, 1997