
Brian Crick is in the clubhouse to talk about how he intertwines narrative and puzzles in his game Tinselfly. We talk about character motivation, player buy-in, and where you even start with a project like this. And if you also are late to playing Myst, you'll learn you are not alone. Just... don't bring Mark the red pages...Narrative-Driven PuzzlesGame DesignNarrativeTinselfly - SteamGorogoa - SteamThe Longest Journey - Steam
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Escape Rooms 101

"It’s annoying because, like, I’m annoying." Replayability; Blue-skying

Chance Mechanics (with Heather Flowers)

"Praise be to the bureaucrats." Player Investment; Crunch Culture
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