~/talk

Sherlock it Up

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slides:none on file

Argues that deliberately built information gaps power game story engagement, showing a working method: a 12-item shoebox prototype of mementos and paper prototypes that combine puzzle bits and story bits to create a single emotionally resonant arc. Emphasizes temporal priority and causal links for inference, advises to repeat important bits three times, balance visual/reading/spatial delivery, and prefer fewer salient clues over information overload. Notes screen text weakens long‑term recall and that the prototype iteration exposes where gaps help or break coherence.

AI-written summary · about

  1. 0:00Start
  2. 4:37INFO GAPS What actually are info gaps?
  3. 7:46BITS AND GAPS
  4. 14:13MINIMALIST STORYTELLING
  5. 15:42WHERE TO BEGIN?
  6. 27:17SORTING INFO & SEEING PATTERNS
  7. 29:28BACK TO INFERENCE
  8. 41:44VAGUENESS
  9. 42:41BAD GAPS
  10. 44:41SOURCES
  11. 45:11QUESTIONS? If I haven't talked way too much, ask away!
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