~/talk

Messy characters and breadcrumb trails: Designing player investment

Talkat GCAP 2020 · 2020-10-05..10-07· [game-development, ux-and-product-design]
links:none on file
slides:none on file

Argues that making flaws persistent messy characters and planting discoverable clues by design turns players into investigators. Recommends concrete tools: narrative design that ties UI, music, and environment to character POV; environmental interactables, branching mechanics, easter eggs, random events, and unlockables. Gives examples and outcomes: Life Is Strange hides a villain cue in the first scenes (first 30 minutes reveal), Undertale forces pacifist/genocide paths to unlock lore, and Monster Prom ships 394 events, 1,408 outcomes, 23 secret endings to reward curiosity. Emphasizes scope, signaling, and attention manipulation techniques.

AI-written summary · about

  1. 0:00Start
  2. 2:18Number One Key
  3. 3:38Let's Build on What Works
  4. 4:10Obligatory Spoiler Warning
  5. 5:25Messy Characters Characteristics
  6. 17:06What Can Be Breadcrumbs?
  7. 18:38Revelatory Breadcrumbs The Good Place
  8. 21:43Revelatory Breadcrumbs Attack on Titan
  9. 36:29Holistic Storytelling
  10. 42:01Design Keys
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