Playful designer. escape rooms/ARGs/board games/other. CEO of Oubliette. Designer at EscapeHunt.
Escape the Room games
- A Room
- Time limit/Timer
Online Flash games, Japan
The Room (1,2,3)
Haptic, touchscreen, tactile digital escape the room
Text based adventure games
-Day of the Tentacle
What remains of Edith Finch
Everybody’s Gone to the Rapture
How might players interact in ways you hadn’t planned, flexible, improvise
- Mechanics are the base components
- Aesthetics sensation, fantasy, narrative, challenge, fellowship, discovery, expression
(Story shouldn’t just be in the Aesthetics level)
Diegetic Narrative, the story comes from the world, not layered on top
Environmental storytelling (myst)
The Design of Everyday Things – Donald A Norman
Understanding User Interface Design is crucial
Laura Hall Diagetic Narrative
Pokemon Go is going to kill everyone
City Dash – Fire Hazard
2.8 Hours Later
Immersive Theatre – Stories inhabiting spaces
Mapping a Narrative
-Kurt Vonnegut Story Graph
-Alice’s Adventures Underground “On rails” narrative irl
-Keep Talking and Nobody Explodes
Shut up and sit down
-board game reviews
Give players details of the world but leave it ambiguous for them to interpret.
How does this apply to my game?
What do I want to the players to be asking?
What kind of answers/details do i want to give them?
The world where the player is given enough information to make up a story for themselves, but makes them think the game told them.
(improve story made by the participant/player
have them ask you ‘yes/no’ questions after the prompt “I’m thinking of a very interesting story”)
Game where the player interacts with humanoid machines and must interpret the origins for themselves
- What are the robots?
- Where are they from?
- How old are they?
- Who made them?
- Are they human/artificial intelligence/cyborgs?