Sherlock it Up
summary
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
chapters (11)
- 0:00Start
- 4:37INFO GAPS What actually are info gaps?
- 7:46BITS AND GAPS
- 14:13MINIMALIST STORYTELLING
- 15:42WHERE TO BEGIN?
- 27:17SORTING INFO & SEEING PATTERNS
- 29:28BACK TO INFERENCE
- 41:44VAGUENESS
- 42:41BAD GAPS
- 44:41SOURCES
- 45:11QUESTIONS? If I haven't talked way too much, ask away!
related talks
49mMessy characters and breadcrumb trails: Designing player investment
45mFeature Speaker
21mHow to lay the foundations for compelling storytelling in games
44mThe Basics of Interactive Storytelling
08mQuestions without Answers: Enjoyment of Irresolution in Mystery Player Experience
47mStorytelling Beyond Words
01h 05mLet Me Tell You A Story: The Power of Storytelling in Product Design
58mExperience, Agency and Authorship: The Evolving Face of Story-Driven Game Design
