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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.
© Emerald Publishing Limited
2017
Emerald Publishing Limited
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