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Purpose

This paper aims to describe how a novice to game design pushed theory about what makes a good game.

Design/methodology/approach

The game in question was developed in Twine for an introductory undergraduate course in interactive media.

Findings

It featured very little player agency, which ironically served to give players a richer experience.

Originality/value

That a novice could create something deeply personal that butted against conventional game design guidelines highlights the importance of opening game design up to as broad an audience as possible.

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