Episode Transcript
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0:04
Welcome to Ludology, a podcast
0:06
about the why of gaming.
0:25
This episode of Ludology is produced by Curtis
0:27
Fry, Jonathan Fleich, and
0:30
Christian Harrow. Ludology episode
0:32
321. Once
0:35
upon a puzzle tale. I'm
0:37
Erica Beuris. And I'm Senfeng
0:39
Lim. Today we're going to be talking
0:41
to Rita Orlove, a post curious. Welcome
0:44
Rita. Hello, thanks for having me. So
0:47
Rita, for people who may not recognize your name,
0:50
where might they know you from? I
0:53
guess I'm not sure. Maybe
0:56
Kickstarter, maybe the
0:58
Reality Escape Convention, if anybody
1:00
has attended. I
1:03
did a talk there a couple of years ago. They might
1:05
have seen me at PAX Unplugged. And
1:07
definitely like Post Curious, right? Yes,
1:10
and Post Curious, for sure. And
1:13
what is Post Curious about? Post
1:15
Curious is an independent
1:17
publishing company for narrative
1:19
puzzle adventures. So
1:22
everything that kind of combines art,
1:24
story, and game. And
1:28
puzzles, most importantly. Most
1:31
important part. Can't forget the puzzles. And that's
1:33
what we're kind of want to talk to you about. You have a nice
1:35
blend of what's happening. It's not just, you
1:38
know, I think we saw a wave of
1:40
those kind of escape room in a boxes,
1:42
but your games definitely
1:44
are not exactly that. There's
1:46
a familiarity to that. But we're going to get into
1:49
that a bit more because as you say, they're puzzle
1:51
tales. And that seems to be the kind of like
1:53
what a lot of your games fit under that kind
1:55
of series. So with that kind of idea
1:57
in mind, how do you
1:59
approach? and the narrative aspect of
2:01
your games. I think a lot of people understand
2:04
like kind of what a puzzle is, but how
2:06
do you incorporate that story
2:08
element into this? And
2:10
then with that ideas, do you
2:12
have these predetermined story lines kind
2:14
of already that your puzzles follow?
2:17
Or do you have these great puzzle ideas
2:19
and you're like, oh wouldn't it be neat to
2:21
attach a story like this? It's kind
2:23
of a great big jumble of a lot of
2:25
the things you just said. So
2:28
a lot of times I
2:30
will have very specific ideas
2:32
for puzzles and maybe less
2:34
specific ideas for stories that
2:37
then develop as I develop the puzzles.
2:39
But as the story develops, it
2:42
usually also means that the puzzles
2:44
might develop in a slightly different
2:46
way or maybe new puzzles
2:48
develop from the story because something might
2:50
be happening in the story that lends
2:52
itself to being a good puzzle. So
2:55
at a certain point
2:57
in the process, like I usually
2:59
start with an outline that includes
3:02
a basic overview of both
3:05
of those things. But at a certain point
3:07
in the process, it kind of becomes a
3:09
feedback loop that forms between
3:11
the various elements of the experience. And
3:13
I kind of try to feed that
3:15
loop as much as possible. So if
3:18
I think of something where I'm like,
3:20
wait, this can kind of fit
3:23
in multiple ways
3:25
and things sort of start
3:27
to resonate all across the
3:29
board, then I know that that
3:31
idea is good, if you know
3:33
what I mean. So
3:36
you have like a real
3:38
organic feel, I think maybe
3:40
a good term to use in terms of
3:43
the narrative and the
3:45
puzzle fitting together. It just feels
3:47
like they belong. There's been a
3:49
spate of puzzle games where the
3:52
reason for that puzzle existing doesn't
3:55
exist. There's no rhyme
3:58
or reason why that puzzle exists. exists
4:00
in that world, in that game, in that story.
4:03
And yet with the Puggle Tale series, everything
4:06
sort of seamlessly
4:09
integrates into the narrative arc of
4:11
the whole game. So
4:13
what factors are you considering, either
4:16
from the story side or the puzzle side,
4:18
to help with that more
4:20
organic melding of the two aspects
4:23
that I think your games really
4:25
do shine with? I
4:27
appreciate you saying that. I feel like it
4:29
never melds quite as
4:31
deeply as I wish,
4:33
but I do my best to
4:35
make it meld. I feel like there's
4:37
always... It's
4:40
hard to make things completely diegetic,
4:42
right? Because you're still in
4:45
a game, you're still solving a puzzle. And
4:47
if you blur the lines
4:50
so much that it starts to feel sort of
4:52
like an alternate reality game, then you're just gonna
4:54
lose where those lines are. So
4:58
my experiences are typically... They
5:02
still feel like they're on rails. Players
5:04
know usually what is a puzzle and
5:06
what is not a puzzle. But
5:09
I try to make it so that the
5:11
puzzles mirror actions or events that
5:13
are happening in the narrative and make sure
5:15
that they feel like they belong in
5:17
that world. So it's not
5:19
like you're in the 1500s
5:21
and you're solving a Sudoku because that
5:24
definitely wouldn't make any sense.
5:27
But if you're trying to determine
5:31
maybe what pigment to use
5:33
in the ink mixture that you're making,
5:35
that's something that feels like it belongs
5:37
in that world. In
5:40
The Light and the Mist, the Tarot cards
5:42
were actually the inspiration for
5:44
both the puzzles and the
5:46
narrative. So it's
5:49
a very modular design so that
5:51
each piece of narrative and each
5:53
puzzle sort of belongs
5:56
to one major arcana card. And we
5:58
used the meanings of the card. cards
6:01
as a jumping off point for both of them. So
6:03
even though the puzzles
6:07
are not exactly the
6:09
character doing something in the game, it's
6:11
really you, the player, doing something and
6:13
then learning something about the character, because
6:17
they both have that same sort of
6:19
origin point, it kind of brings
6:21
them together because they're both themed
6:23
in the same way. So
6:26
just to give an example, the Chariot
6:28
puzzle about going on a journey
6:31
and overcoming obstacles,
6:33
and that's something that I tried
6:35
to have appear in
6:37
the puzzle as well as in
6:39
the narrative snippet that you
6:42
read after solving it. So
6:45
everything just kind of feels like it belongs,
6:47
and they inform each other. The
6:49
story informs the mechanic, the mechanic informs the
6:51
story, and you get that nice
6:53
blend that we were talking about. Oh, just
6:56
for the audience, can you explain or define
6:58
what diegetic means? Yes. So
7:00
diegetic typically means something
7:03
that is part of the story
7:05
that really makes full
7:09
sense in the narrative of what's
7:11
happening. It isn't just
7:13
thematic. So if you're
7:16
breaking out of jail, it
7:18
would make sense that you might be trying
7:20
to file open one of the
7:22
jail bars, and that would be diegetic. But
7:25
that is not a very fun puzzle. So
7:28
that's also why it's quite
7:30
difficult to come up with puzzles that are
7:34
diegetic. So trying to find that
7:36
middle ground between something that doesn't
7:38
just feel like it's on theme and
7:41
it feels like something that you could be doing in the
7:43
story, even if it
7:45
isn't necessarily 100% realistic. There's
7:50
still a little bit of suspension of
7:52
disbelief going on. I'm
7:54
actually really just curious, almost like your
7:56
origin story, like where did
7:58
you decide? First
8:01
off, I'm going to make a game. Second
8:03
off, that they are going to be
8:05
these narrative, married, puzzled games.
8:08
I come from a background in object
8:10
design, so it actually, it sort
8:13
of, I ended up here in a funny
8:15
way word way, but I went to college
8:18
to study furniture design, which was sort of
8:20
a half design, half craftsmanship
8:23
type of program. So
8:25
it was a lot of thinking
8:27
about like how people interact with
8:30
objects and why, as
8:32
well as actually making those objects
8:34
and testing the theories
8:36
that you want to test in terms of
8:39
how people interact with those objects. I
8:41
always loved puzzles. I ended up
8:44
working at an escape room in
8:46
2013 to 2015, so it
8:48
was the second escape room that
8:52
opened in the US. And
8:55
after I left that job, I
8:57
really wanted to continue to make
8:59
puzzles. And I ended up
9:03
kind of looking around and finding
9:05
that there wasn't something on the
9:08
market that was exactly what I wanted to
9:10
play. So there were a lot of puzzle
9:12
games. There were some narrative
9:15
experiences and there wasn't
9:19
really something that was like fully combining
9:22
those two things, as
9:24
well as having interesting objects and
9:26
interactions for the player to use.
9:28
So I really just set
9:30
out to make a game that I
9:32
myself wanted to play and I didn't,
9:35
couldn't find anywhere at the time.
9:38
So that was how I ended up making
9:40
the tale of word. And
9:43
I was trying to make something that was
9:46
combining story with puzzles and
9:48
making something that was
9:51
challenging, but also every part of
9:54
the game was part of
9:56
the puzzle and part of the
9:58
experience. So it wasn't just... like
10:00
getting some objects with your game
10:02
that were sort of thematic, but
10:05
not actually used in the gameplay.
10:08
So I think that background makes sense in terms
10:11
of what you're suggesting, because what I
10:13
think is kind of neat, especially if anyone gets a chance,
10:15
like if you have played one of these games, just even
10:17
go look at the way it's presented. There's all these pieces
10:19
you intentionally feel like you're like, oh, I want to touch
10:21
that, I want to know why it's in the game. How
10:24
do you approach a little bit more
10:27
of that idea of that engagement and
10:29
immersion? Right? So when
10:31
you're trying to decide what
10:33
am I putting into this box, I think you've
10:35
described really well like how you want to marry
10:37
story. I guess the question is, is now you're
10:40
like, but I'm now also a publisher, right? And
10:42
I have to be able to afford the thing
10:44
I'm putting into the box. How
10:46
do you kind of, I guess,
10:48
navigate that a little bit, that you want
10:51
to create that engagement and immersion, but also
10:53
you have to physically put it in there?
10:55
Yeah, it's been an interesting learning curve
10:57
in figuring out what is possible
10:59
to manufacture. And the first
11:01
game I designed was a limited
11:03
run of like 500 copies that was
11:06
totally handmade because it was just
11:08
kind of too lavish and ridiculous
11:10
to actually manufacture at scale. And
11:12
so even like approaching publishers,
11:14
it was sort of like laughable because
11:16
they were like, we can't do this.
11:20
But I was like, no, no, I'm going to
11:22
make this game one way or another. So I
11:24
just kind of tried to figure out how to
11:26
do that. But I guess
11:28
for me, it's been more of
11:30
just a creative experience as
11:32
well. It was just like suddenly
11:34
I found my medium.
11:37
And so it wasn't just about making
11:39
a game. It was about
11:41
making sort of a more holistic experience.
11:43
And it was like, well, if I'm
11:46
playing this and this is the solution I need
11:48
to derive, like what are the kinds of objects
11:50
that I would find in this scenario? What
11:53
are the kind of objects that are fun
11:55
to interact with? Or what kind of interactions
11:58
can you make using these objects? objects
12:00
which, you know, can't be so big
12:02
or so heavy or so
12:04
voluminous, I suppose, because they do need
12:06
to fit in this box and they
12:08
need to fit within a certain budget.
12:11
And I think it was mostly
12:14
like finding fun and creativity and
12:16
having that constraint is kind of a
12:18
big part of it. That's
12:21
really neat. I look at your stuff and I
12:23
always, the word bespoke and
12:25
lavish, those are two words that just
12:28
like pop off in my head
12:30
every time I look at your stuff. It's like this is like something,
12:34
before I met you, this is something that
12:36
somebody who really loves the craft is putting
12:38
out. That's always what I thought about your
12:40
stuff is like, this is a labor of
12:42
love and it's handcrafted, as handcrafted
12:44
as possible sometimes. I mean, obviously
12:46
you've moved on from making stuff
12:48
by hand to doing a little
12:50
more production stuff, but it
12:53
still has that vibe. It
12:56
still captures that feeling. And
12:59
I think anybody who's picked up a post
13:01
curious game feels that this
13:04
is something special. And
13:06
I say that as a guy who made the
13:08
mass market like Scooby-Doo escaped from me. So
13:10
I make the mass market stuff and people
13:12
like it and that's fine. But
13:14
there's something about what you've done that is, you
13:16
know, I think a little more wholesome. I
13:19
really love it. So can
13:22
you describe the process that you use
13:24
when you are incorporating the
13:26
physical item into the game? You've
13:29
talked about the choice, you've talked about that kind of
13:31
stuff, but how do
13:33
you actually leverage the physical nature
13:36
of a toyetic piece
13:39
to connect the player to the world that
13:41
you're writing about in the story? So
13:44
how do they contribute to that? And how do
13:46
you pick what goes in box
13:48
A versus box B? Oh,
13:52
yeah, that's you just asked so many
13:54
good questions. I'm sorry. I shouldn't
13:56
shotgun those. I'll try my best
13:58
to answer all of them. I
14:00
think I usually start out with just
14:02
kind of sketching out some ideas
14:05
of what potential objects might belong
14:07
in the story and what objects
14:09
would be fun for people to
14:11
engage with. When
14:14
I was studying design, that was also
14:16
something that we talked about a lot is
14:18
like what makes a person connect with an
14:20
object and why do we like
14:22
why does certain objects have value to us
14:24
and sometimes that value is sentimental and sometimes
14:27
it's because we use something every day or
14:29
maybe it's just the way that something
14:32
looks or feels in your hand. Why
14:35
do I love playing as old so much? It's
14:37
because the tiles just feel great.
14:40
They clickety-clack. Yeah. Great.
14:43
So it's a big mix of those factors
14:46
and then of course when it comes to
14:48
manufacturing there's also the question of like how
14:50
much is it going to cost? Is it
14:52
possible to produce at mass scale? So
14:54
it's kind of a process
14:56
of thinking
14:59
of a bunch of ideas and then kind of
15:01
distilling those ideas to what
15:04
things are going to fit best within a
15:06
certain scenario or within a certain game. With
15:09
Light in the Mist it was actually a
15:11
really big constraint to only have the
15:13
tarot deck and not have any other
15:15
3D objects that are
15:17
used. So the puzzle
15:20
for me to figure out in designing that game
15:22
was how to make it feel so that a
15:24
deck of cards doesn't just feel like
15:27
a deck of cards and so that
15:29
you're still manipulating those cards somehow in
15:31
your hands, you're putting them into different
15:33
configurations, you know you might
15:35
be flipping them upside down or doing any
15:38
number of things without destroying or writing on
15:40
anything. How can they feel
15:42
more than just paper? With
15:44
all of the other games I have a little bit
15:46
more leeway to kind of use
15:49
a wide variety of types
15:51
of objects so it's
15:54
often just thinking back about the
15:56
theme or what's happening in a certain part
15:58
of the story. So Emerald
16:01
Flame and previously
16:04
Tale of Ord now returning
16:06
from the ashes as threads of
16:09
fate. They both are meant
16:11
to be sort of
16:13
male-based experiences, so you're receiving
16:15
these packages from a character in the game.
16:18
Each package has a few pieces
16:20
of evidence and
16:23
some letters and objects that belong to the
16:25
person that you're either investigating or
16:28
trying to help. And so the
16:30
objects that are included in those packages
16:32
are typically relevant to
16:34
what's happening in the story at that
16:37
time and of course where I want
16:39
to lead people to get to by
16:41
the end of that package. So
16:44
in the case of Emerald Flame, for
16:46
example, you're trying to discover
16:48
a secret location. You're
16:50
trying to discover some ingredients
16:53
of a potion that you need to
16:55
recreate. So a lot of
16:57
the gameplay revolves around some natural objects,
16:59
but I couldn't really include dried flowers
17:01
and stuff in the game as much
17:03
as I would love to do that.
17:06
That's like too bespoke when you're making
17:09
several thousand copies of something. So
17:11
instead I had, for example,
17:14
acrylic etchings with butterflies on them.
17:16
So that's something that I was
17:19
trying to combine
17:21
things that
17:24
we might find in our real
17:26
world, like microscope slides or little
17:28
display cases of bugs that would
17:30
have been captured and sort of
17:32
studied by people. And
17:35
trying to make this sort of object that kind
17:37
of lives neither here nor
17:39
there, like it's not exactly realistic. Obviously
17:41
it's not a real bug in
17:44
it, but it sort of still
17:46
gives you the feeling of being a slide
17:48
in a way because it is made of acrylic.
17:52
So trying to kind
17:54
of leverage material in a way that
17:56
feels more tangible to people because
17:58
those... Slides
18:00
could have definitely, you know, I could have
18:03
like printed something on cardboard, but that wouldn't
18:05
have had that same feeling. And
18:07
when you put them together, they also don't have
18:10
that same feeling as when you're
18:12
stacking little bits of clear plastic.
18:15
Just thinking about how you can
18:17
use material to create some atmosphere.
18:20
In Threads of Fate, there's also a set
18:22
of keys that used to belong to the
18:24
person that you're searching for. And
18:27
they are actually real metal keys.
18:29
And I think it would be less interesting and
18:32
less satisfying to the player if
18:34
they were made out of a
18:36
different material, because then you would have to
18:38
kind of pretend one extra bit, right?
18:41
And the fact that they feel like metal,
18:44
sound like metal, when you put them down
18:46
on the table, they do, they have a little
18:48
clink. It just adds like a little
18:50
bit of an extra level of realism.
18:52
So even though you're in a game
18:55
and you're pretending that all of these
18:57
things are happening, there are still
18:59
kind of things embedded in it that make
19:01
it a little bit easier to pretend. Yeah,
19:04
the less I have to work, the better. Well,
19:07
one less level to take you out, right? Like you're
19:09
right, you could have made plastic keys that were maybe
19:11
coded in some sort of metal paint or injected metal.
19:14
And you're like, but they're still going to be
19:16
light. They're plastic. They don't make sound.
19:18
Like as you're talking about like the Azul, it's like
19:20
a lot of that is weighted play
19:23
tiles. Like why do people like
19:25
poker chips, right? Especially the good
19:27
quality poker chips. There's something about
19:29
that nice weighted piece that you
19:31
just can't get from other materials,
19:33
right? Like it's just that
19:35
it's a little too pretend at
19:38
that point, right? If it's just,
19:40
let's say the plastic version. I
19:43
mean, there's also a lot of cost benefit analysis
19:45
at that point when you start getting
19:47
more granular about it and it's like,
19:49
well, do I make this out
19:52
of metal? Do I make this out of plastic?
19:54
Like how much more does it actually cost versus
19:56
how much more will people enjoy it
19:59
if it's made out of metal? this other thing. And
20:01
I usually find that it is worth
20:03
it to go sort of the
20:06
nicer route, but obviously it also
20:08
depends on, you know, the
20:10
goals for any individual game and you still
20:12
have to market it and have people spend
20:14
money on it. And a lot of people
20:16
don't want to spend a ton of money
20:18
on a game that they're only going to
20:20
play once. So yeah, it's a balancing
20:22
act. It is. I
20:24
had to ask, is there anything
20:27
that you have wanted to put in the game
20:29
that you just couldn't? Oh,
20:32
gosh, I think there are so
20:35
many things. But
20:38
to actually come up with something specific
20:42
off the top of my head. I often
20:45
I mean, I love doing things
20:47
that are more destructive, but I've been
20:49
shying away from that more and more
20:52
as people do like
20:54
to be able to at least reset the games
20:56
and like pass them on to other people. But
20:59
like I always just love doing things with
21:01
fire. I
21:04
mean, so we tend to burn something. But I'll say
21:06
as usually someone who ends up play testing a
21:08
lot of people's puzzles, I find
21:10
it really hard to be set in the right
21:12
mode to destroy something. Like
21:14
I was testing a puzzle for a friend once where
21:17
I actually had to crack open a little
21:20
wooden toy. There's somehow a
21:22
part of me that would just never do that.
21:24
So I think it takes a lot of
21:26
signposting to be like, no, no, it's okay to break
21:28
stuff. Yes, or set it on
21:30
fire. Right. You're fighting against natural urge.
21:32
You know, as much as there's conservatism and yes,
21:34
I'd like to pass it on. I guess
21:37
it depends what your gut instinct is. But I
21:39
don't want to break it. Yeah,
21:41
yeah, breaking like, including
21:44
something like ceramic that you
21:46
could break would and have something inside would also
21:48
be really cool. I've wanted to do okay, now
21:52
I finally thought of a good example. I
21:54
have been thinking about like a ring
21:57
that would have a seal on it and
21:59
like somehow you would have to press it
22:02
into wax, but how would
22:04
I get players to heat up wax
22:06
and then what could you possibly get
22:08
from the seal that you wouldn't by
22:11
just looking at it? So. I
22:13
have an idea. What's your idea? I wanna
22:15
hear it. Okay, so my idea was if you've
22:18
ever seen those things where you can see through
22:20
a very, very, very tiny, I
22:22
think it's a mirrorized crystal that can have sayings
22:24
or a picture or something like that, you see
22:26
a really common old-fashioned thing. You used to get
22:29
very small, ornate pieces that did this.
22:31
Imagine a ring with one of those in the center and if
22:33
you shine a light through it, that's
22:36
when you get the thing, but without knowing that
22:38
you needed to shine a light through it, you
22:40
would just think that it's an ornate piece that's
22:42
been put into it. Oh,
22:44
that is really cool. Yeah. That
22:46
was my first thought. Actually saw somebody
22:48
had a ring, had a diamond ring where
22:50
if you look at it through a
22:52
magnifying glass, there's a tiny cherry
22:54
blossom inside of it. And
22:57
yeah, that's so cool.
22:59
Yeah, I think you could do that through this idea, like,
23:01
but much cheaper. Where
23:04
it has a little message in it. You could do
23:06
that. It's funny. I got the idea because
23:09
my grandma gave me this, like, little bauble thing
23:11
from years ago. It's actually like this weird little cross.
23:13
But when you look through it, it's actually got, I
23:15
think about like five different little things you can look
23:17
through, but each one's just a little different picture. And
23:21
that's all it is. That's super cool. You hold
23:23
up to light, but it's a tiny little image.
23:25
And all it looks like from the outside is
23:27
almost like someone put like maybe a little blue,
23:31
you know, little blue beads or something like that,
23:33
like some cheap bead on the outside. Yeah.
23:36
So interesting, interesting. I've also wanted
23:38
to do something with like one of those,
23:41
you know, the little rolling
23:43
music boxes. Oh
23:45
yeah. So, cause you can actually like
23:47
get your own paper and make holes in
23:49
it, and then it'll make whatever
23:52
song you want. And that seems
23:54
like a really cool puzzle idea, but it's also like,
23:56
if you screw it up, then
23:58
you might be out of it. You could see a
24:00
neat thing where it's already marked ABCD so on and
24:03
it's like it is a punch thing.
24:05
But you'd have to be careful that you
24:07
say to people like maybe provide them with
24:09
almost like a ruler that scales down with
24:11
like lines. So it'd be like line one,
24:13
two, three, four, five. Like you knew exactly
24:15
where you're at. Right? Yeah.
24:18
You have to be very precise with something like
24:20
that. Have you ever seen
24:22
a Braille slate in stylus? It's
24:25
a little tool that you use for writing Braille
24:27
where it has like the specific spots where you
24:30
punch because Braille is like six cells. I
24:32
can see it like that, like a punch through. Yeah.
24:35
Yeah. That's cool. Yeah.
24:38
I'll have to look into it. There you go. So
24:41
like, let's be honest, a lot of people might be
24:43
curious about how to make a game like this. What
24:46
is the typical process? Let's say from
24:49
game concept to we're ready to,
24:51
you know, go to shelf. Like
24:53
what is that kind of process
24:55
looks like for more
24:57
of a narrative puzzle game? I
25:01
feel like honestly, it's looked different
25:04
for every game that I've made. So I
25:06
don't know if I have like one clear
25:09
answer for it, but sometimes
25:11
it starts with like
25:14
just a certain kind of inspiration point. Sometimes
25:17
it starts with the story.
25:19
Sometimes it starts with some specific puzzle ideas.
25:21
So I mean, with light in the mist,
25:23
our idea was just like, we want to
25:25
make a puzzle game in the tarot deck
25:28
with Emerald flame. I kind of got
25:30
obsessed with the astronomical clock and
25:32
Prague. And then I was like, I want to make a
25:34
game based around this. And then the clock didn't
25:37
even end up being in the game by
25:39
the time I was done, because it just like
25:41
evolved into something completely different. I
25:43
do really like to take inspiration
25:46
from real history
25:48
or mythology and then kind of
25:50
put a bit of a spin
25:53
on it. So it starts
25:55
to actually have you questioning like, wait,
25:57
is this real? Is this a thing?
26:00
I don't think I've ever heard of this and
26:02
it's like kind of a weird like I want
26:04
to create like an Extra layer
26:07
of reality that's like a little bit
26:09
magical and I feel like that's been
26:11
a lot of the through
26:14
line and Post curious games
26:16
is just kind of like it's happening
26:19
in our world, but it's like a
26:22
little bit extra but I
26:25
usually will end up with having
26:27
like an outline of some potential
26:29
puzzle ideas a lot of
26:33
Scrawl in my sketchbook that
26:37
most of it never actually ends up
26:39
going anywhere I'll then
26:41
like work up an outline for the story
26:44
and if I'm writing
26:46
it I'm usually writing little
26:48
bits and pieces here and there or if
26:50
I'm working with a writer to like
26:55
Write the narrative elements of it
26:57
then we'll usually be going back
26:59
and forth throughout the process as
27:01
well while I'm working on the puzzles I'll
27:04
usually start play testing
27:06
the puzzles relatively early
27:08
So just kind of checking
27:10
for the logic working.
27:13
So I'll mock up like a really
27:15
basic ugly version of
27:18
Whatever the puzzle is and just like get
27:20
a couple people to try it out Just
27:22
to make sure that it even makes any
27:24
sense to any other person
27:26
that is not in my brain And
27:29
then once I know that it
27:31
does make sense I'll start working
27:33
on like actual concept art and
27:35
then some real art for the
27:37
puzzles and then kind of continue that
27:41
prototyping testing writing as I
27:44
go until I have like a full prototype
27:46
of the whole game for people to test
27:50
So when you're making your puzzles, how
27:52
do you ensure that they're
27:54
accessible and enjoyable? For
27:57
a wide range of players. How do
27:59
you balance? that for skill levels
28:01
and puzzle affinity?
28:05
I think I've gotten a lot better at it
28:08
as I've done more design
28:10
and also played more games
28:12
myself and kind of tried
28:14
to pinpoint a like,
28:16
what are the signposts that are needed for
28:18
people to solve? And
28:21
of course it's also refined through play testing
28:23
where you can see where people get stuck
28:26
and like, what are the pain points for
28:28
players and then try to kind of smooth
28:30
those out. I mean, I
28:32
also know that I'm never going to
28:34
please everybody. Some people are going
28:36
to think that a game is like the hardest
28:38
thing they've ever done and someone else is going
28:41
to be like, Oh, that was so easy. And
28:43
if, you know, I've had both ends
28:45
for sure. So I know
28:48
that like, there's no way that
28:50
everybody's going to have the same
28:52
opinion about it, but my
28:54
North star is always just like, would I
28:56
find this fun to solve? And if so,
28:58
then probably somebody else will also.
29:02
So at least like that's kind of
29:04
my sanity check most of the time.
29:06
But I think, I think my
29:09
designs have also gotten progressively more
29:12
accessible as I've been making more
29:14
things just because I understand better
29:16
what sort of things people see and
29:19
what kind of connections they make when
29:22
they look at something. Yeah.
29:24
And so just an add on to that, how
29:26
do you count
29:28
for hint systems giving hints to
29:31
players? Is that something
29:33
you're constantly thinking about and refining or have you
29:35
settled on one way and that's the way you're
29:37
always going to do it? It's not going
29:39
to be the way that I'm always going to do it. In
29:42
fact, the project I'm working on right
29:44
now is probably going to be the first one
29:46
to have a fully
29:48
analog hint system as well.
29:51
So it's not just going to be up on the
29:53
website. Hints are
29:55
really important to me, so
29:57
I have tried really hard to
29:59
make. a hint system that is
30:01
friendly for players and really
30:04
easy to use and also gives
30:06
the hints in a very granular progression so
30:09
that it doesn't take away your
30:11
ability to solve something even if you're
30:13
stuck. So there are
30:15
many many steps that players will
30:17
typically go through before they actually
30:19
reach a solution. Like I
30:21
think some puzzles probably have as many like
30:23
the complicated ones probably have as many as
30:25
20 hints before they actually get
30:27
to the end. And that's just because
30:30
that's what I would want if I were playing
30:32
something because if I get stuck
30:34
on something I don't want somebody to tell me
30:36
the answer. I want them to give me a
30:38
little kernel of information so that I can
30:42
figure out what the next step is. So
30:44
that's always what I try to do as well.
30:47
And it's there always
30:49
a self-serve hint system
30:51
so you know you're playing at home you
30:54
should be able to play the game however you
30:56
want to play it. So if you're a person who's
30:58
like I do not take hints until I am utterly
31:01
desperate for it that's totally fine.
31:03
If you're like stuck for
31:05
three minutes and you're like I need a hint. You
31:07
know do you take
31:10
the hint? If that's gonna make you enjoy
31:12
the game more to take more hints
31:14
then that's totally fine. I'm not gonna
31:16
police how many hints you're gonna take or when.
31:18
I just want to make
31:21
it so that people can play at the pace that
31:23
they enjoy playing. So
31:26
I'm really curious because I think this is
31:28
the hard part for a lot of puzzle-based games. What
31:31
is your kind of like
31:33
play testing and development
31:35
cycles like? Do
31:37
you have groups? How do you put puzzles in front of
31:39
people? And then know obviously now you
31:42
need a new group to put puzzles in
31:44
front of people because now they know the
31:46
answer. So what does your system kind of
31:48
look like? I
31:50
spent a good amount of time developing
31:53
a network of other puzzle
31:56
players who can test
31:58
things and I typically
32:01
will put it in front
32:03
of more experienced puzzlers
32:05
first when things are in
32:07
their really raw stage because I
32:09
feel like people who are
32:12
very experienced can kind of see past
32:14
the rough edges and be
32:17
able to discern like, okay, I understand what
32:19
this is trying to do. And
32:21
that's usually how I kind of test the
32:24
viability of a
32:26
puzzle. Once it's
32:28
kind of gotten into a more
32:30
refined stage, then I will
32:34
start testing with people who are sort
32:36
of more like, they like puzzles, but
32:38
they're not like expert
32:40
puzzlers. They're not the people
32:43
who solve hard things
32:45
in three minutes. They might take a little
32:47
bit longer, but I still
32:50
want to make sure that they can figure it
32:52
out with the information that's given to them. So
32:54
I think there's like some
32:57
degree of like difficulty
32:59
experience curve when I'm
33:01
testing with people. Speaking
33:04
of people and their desires to
33:06
know things and solve puzzles, how
33:09
do you maintain the mystery
33:11
and the intrigue around your story as
33:14
well as the puzzles before they're released? How
33:17
can you sell something on Kickstarter
33:19
without giving something away and manage the
33:21
spoilers and preserve that element of surprise?
33:24
How do you do it? That's
33:26
such a good question. And I feel like
33:29
it's evolved so much in the past few
33:31
years, especially as there's been like more
33:33
products like this on the market, because
33:35
I think it used to be very
33:37
much like full of mystery and it would just
33:39
be a black box of like, you're
33:43
invited to the secret society and like, we're
33:45
not going to tell you what you're getting,
33:47
but it's going to cost $100. And it's
33:51
like, well, most people want to know a
33:53
little bit more than that when they are
33:55
actually investing in something. So I
33:58
feel like that has... fallen
34:01
away a bit in the last few years.
34:03
But I do a lot
34:05
of escape rooms and I talk a
34:07
lot about escape rooms, so I feel
34:09
like I've developed some skill in trying
34:11
to be able to talk about things
34:13
without actually spoiling anything. And
34:16
it was especially hard
34:18
with Morrison Game Factory because the heart
34:20
of the story is also a huge
34:22
spoiler, so it's really hard to talk
34:24
about the game without actually talking about
34:26
the main character or telling you anything
34:28
about it except that it's about an
34:31
abandoned game factory. I
34:33
think luckily most
34:35
people who play mystery games also
34:38
understand that you want
34:40
to keep the air of mystery, so they don't
34:42
want to know all of
34:45
the things because they don't want the spoilers. You
34:48
don't want to know the twist in the
34:50
book or movie that you're about to read
34:52
or watch because that's going to be less
34:55
enjoyable for you. So
34:57
I feel like for most people, they want
34:59
to know the basic information and
35:01
see some photos and see what they're
35:03
getting, but then they're like, okay, don't
35:06
tell me anymore. I
35:08
don't want to know anything else. So
35:10
it helps that the audience
35:12
usually doesn't want spoilers. They don't expect
35:14
to have all the information because it
35:16
would just be less fun that way.
35:20
But I do tend to show almost everything
35:22
that people are getting just
35:24
because I do
35:27
think that people should be able to see what
35:29
they're buying. And I
35:31
also want that when
35:34
I'm buying a game myself. I'm
35:37
really curious from your
35:39
perspective, and this can be a combination
35:41
of where you think you're going, where you think
35:43
puzzle games in general are going, but
35:46
looking ahead, what new directions are
35:48
fun things are you seeing that
35:50
are happening within the puzzle
35:53
or narrative space, or
35:55
what are you excited to start to explore yourself? there
36:00
are so many possibilities that
36:02
haven't been explored yet. So it
36:04
is definitely really exciting
36:07
to try and work in
36:09
a slightly different medium. So
36:12
the next project that I'm working on
36:14
is actually going to be a sort
36:16
of a puzzle
36:19
book, but not
36:21
exactly like other puzzle
36:23
books I've seen, I think. So I'm excited
36:26
to kind of do a little twist
36:29
and something a little different than a boxed game,
36:31
which is what I've been doing for the past
36:33
few years. I'm also
36:35
excited to be working on
36:37
something that is a little
36:40
bit more discovery-based, so it requires
36:42
opening a lot of containers, kind
36:45
of like legacy game style, but
36:47
it's not going to have any locks or anything
36:49
like that. So it will be sort of
36:51
a mix of legacy
36:54
game, and I
36:56
probably can't say anything else about this, so
36:58
I won't. Leave
37:01
us watching more. Yeah, it's a
37:03
collaboration that I'm really excited
37:05
about. Hopefully it'll be announced
37:08
probably at the end of this year. But
37:10
yeah, I feel like I don't really
37:13
like to do the exact same
37:15
thing twice. So I always want to think
37:17
of like a slightly different way
37:19
to bring this
37:21
same style of game to people.
37:24
And I've done kind of the
37:27
mail thing where you're getting things
37:30
in envelopes, and not that I'm necessarily
37:32
done with that per se, but I
37:34
think the things that I
37:37
have in mind coming up are
37:39
like a little bit more
37:41
abstract. Cool. How
37:44
many games do you work on in a given year? It
37:47
has varied quite a lot. Right now
37:50
I'm working on more games than
37:52
ever before at once, although
37:56
really Mostly actively working on
37:58
two right now. It cook
38:00
and are two more that are kind
38:02
of on the backburner. It's usually just
38:05
one at a time and one on
38:07
the backburner, but usually takes at least.
38:10
Like. A years to complete a
38:12
game. The. First couple games took
38:14
two years but that was also
38:16
alongside. like having other works. Now
38:19
that I'm kind of able to
38:21
focus on this full time, it's
38:23
moved a little bit. More.
38:25
Quickly. Just. From
38:28
That's. A doesn't find
38:30
that to. Have all the types of
38:32
games that I make. These. Games are
38:35
the ones that. Take. The longest.
38:37
They just take the most time. So.
38:39
I only do one puzzle game at a time in than
38:41
I make lots of other stuff. That. I can
38:43
only really keep to pick one story in my
38:45
mind at a time anyways and then of a
38:47
little puzzled the go along with it then. All.
38:50
The around the play testing. To
38:52
see the so. I'm just
38:54
excited to to hear that you doing.
38:57
To the Cessna. That's so interesting cause
38:59
I always feel like. It would. Take.
39:02
Me forever to if I were gonna try
39:04
to make like a more traditional board game
39:06
just because. Like how would
39:08
you know when to stop trying to
39:10
balance it? And like, how do you
39:13
know when it's enough? Place us exclusively
39:15
for the puzzle games, even though. It
39:17
has the drawbacks. a plate us as can
39:19
only play at once you can't like please
39:21
us that with the same people and it's
39:23
you know is it has it's own challenges
39:25
of course. but I feel like there's a
39:27
certain point where it's like. People
39:30
are mostly solving this without needing help and then
39:32
you kind of know. That it's like you know
39:34
it feels like of more smooth experience and then.
39:36
I'm like okay, can. I can. Start.
39:39
Putting the finishing. Touches on this but I
39:41
feel like if it were a game
39:43
that had like infinite. Variables like as
39:45
you were drawing cards or rolling.
39:48
Dice like assists as Hill ago.
39:50
Be so much harder to account. For all
39:52
of those possibilities of how
39:54
around might play out because.
39:57
This is like so much more predictable like you
39:59
know, The people what they're gonna do
40:01
and like they have to get one
40:03
specific answer. It's not like you don't
40:06
know what moves. anybody is gonna make
40:08
it any given time. And.
40:11
Then true, a third of the truth. Is
40:14
is a lot of please test. He put it on
40:16
the table next to the table. Do them in
40:18
devote their I think The funny thing is the
40:20
others if there's a roughly I'd done moment with
40:22
both were it's late feed. The puzzle games
40:24
are as you say, people can actually
40:27
get the answer fairly readily than your
40:29
like cool and most of you don't
40:31
need his sweet. That's right. this has
40:33
been laid out properly and design. I
40:35
find it's when people get to the
40:37
point where all they comment on his
40:39
lights. oh if you laid it out
40:41
a low that more like this or
40:43
if you like it their comments are
40:45
like little minor grammatical things like minor
40:47
art sayings and they enjoy the game.
40:49
You know your tennis done because at
40:51
that point you're. Talking about layer
40:54
and production. And us things are
40:56
not something that the game anymore like
40:58
no one's ageing. any conversational suggestions that
41:00
game now they're talking about since
41:02
his sentence for a and site as
41:05
feel like that's kind of the similar
41:07
cut off line. Southern.
41:09
Accents. Yeah.
41:12
I just can't imagine play dusting. First,
41:14
so much longer if it had
41:17
slate more variability and move in
41:19
people's actions and the salon flown
41:21
at. Half of
41:23
it is it is. Excel at a
41:26
some of the games like we're we're on. I think
41:28
that your three for one of argues. That.
41:31
Come out later this month. But
41:33
we're still testing parts of
41:35
it because we decided to make
41:37
six chapters at the same
41:39
think the Lodges. A success
41:41
that every. Time we added a new expansion
41:43
it's like oh no he got it. Has all the
41:46
stuff from that expansion with the old stuff that worked
41:48
and now it does it work with this expansion. Oh
41:50
my gosh would redoing. So.
41:52
We're own worst enemies. Some. Hey.
41:56
You know what I really love here is looking
41:58
at your website and I Love. that you
42:01
have what makes a post curious game, a
42:03
vibrant story, a diversity of puzzle, beautiful
42:06
illustration, unique components, quality materials,
42:08
and cooperative gameplay. That's
42:10
like your mission statement, right? Yeah, I
42:13
was very happy when I came up with
42:15
that. Because people always
42:17
kind of ask, they're like, what's post curious? What's
42:19
the puzzle tale? I'm like, try
42:21
to explain. The homepage is the place
42:23
to do that. Yeah, that's
42:26
great. So, hey, you know
42:28
what? I think it's time for
42:30
the Lutological Lightning Round. All
42:35
right, Rita, are you ready?
42:38
Yes. OK, so
42:40
first question. Which member
42:42
of Mystery, Inc. would you want to
42:45
be? Scooby Shaggy, Daphne, Freddie, or Velma?
42:47
Scrappy does not count. Scrappy never
42:49
counts. Scrappy's awful. What could
42:51
be, or which one would I be? Oh.
42:55
I mean, you choose how you want to interpret that
42:57
question. Equally good questions. Because
43:00
I feel like it would be probably most fun to
43:02
be Scooby. You're right. It probably would be.
43:05
I mean, that's fair. Like, it's funny. Yeah, I would have
43:07
said something very similar. If you were for fun, I'd be
43:09
like, wouldn't it be more fun to be like Shaggy and
43:11
Scooby? But like, realistically,
43:13
probably Velma, right?
43:16
Yeah, you kind of give it off Velma
43:18
vibe. Yeah, that's true, true. But
43:20
not Scrappy. Scrappy does not count.
43:24
All right. What is your
43:26
favorite drink to have while
43:28
you're creating puzzles? What's
43:31
next to you when you're thinking? I've
43:34
always got my water bottle next to me. So
43:37
I don't know. Hydrate or
43:39
di-drate, right? Right. There you go. And
43:43
along those lines, what's your favorite music to
43:45
listen to when you're creating puzzles? Oh,
43:48
I definitely don't listen to anything when I'm creating
43:51
puzzles. Because if
43:53
there are words going on in
43:55
my ears, it's very hard for the
43:57
words to Happen in my brain. It's
44:03
usually yet that usually like silent
44:05
concentration. Or
44:08
it. What Is one saying
44:11
that you would never. Put
44:13
into a puzzle. Some.
44:16
A for cipher. Hire
44:19
a feeling sorry for years
44:21
added as. A
44:24
labour you have a limits of the sega. The limit is some
44:26
a fourth or. Fifth or
44:29
it. Last question if you can
44:31
do and escape room with anyone
44:33
in history. In. The history of
44:35
the whole world. Alive or dead?
44:37
Who would it be? You and one
44:39
other person. That's.
44:46
A broad. So
44:48
brought this. To.
44:55
You or me to narrow down. I
45:00
mean as you on. Were.
45:02
I give you what we did. Okay, so
45:05
what are they saying and he wanted to
45:07
see the world alive or dead? to do
45:09
an escape route of a someone like alive?
45:12
So. What heard per se? Would you be
45:14
like yes you're on my escape Rooms he
45:16
wants Go. Ah law
45:19
I haven't played with neil. Patrick
45:21
Harris has so I feel like.
45:23
That's pretty into them I think cloud
45:26
really gonna happen sometime. Yeah as that
45:28
be really cool. All
45:30
right. Well you know what read it takes so
45:32
much for. Joining us it was a pleasure
45:35
having you on where do people find
45:37
out more about you. Or
45:39
you can find me a
45:41
post curious.com or on Instagram
45:43
post Curious! Was
45:46
curious and all the things you are. At a thank you
45:48
so much read as it's been a pleasure have a you
45:50
on Thank you so much for having uses it. As
45:52
always, we'd like to thank our benefactors for
45:54
the generous support. John. Gibson
45:57
Robert Sasso, Adam
45:59
Barbary. I learn how to
46:01
say that last night. That is really difficult to
46:03
say. And. The Laughlin Caddick,
46:05
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46:24
for now We'll see you in two weeks
46:26
with another episode of New Dollars. He lets
46:28
get those games out. Of your head and on to
46:30
the table. Cel that. Thanks
46:45
for listening Blue Dollars. He is
46:47
made possible by the support and
46:49
don't make sense of listeners was
46:51
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46:53
at Blue Dollars he.in their to
46:55
get involved in a continuing discussion
46:57
on today's topic Lose all as
46:59
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47:01
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47:03
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47:05
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47:07
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47:09
Keep thinking, keep learning and. Keep.
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