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Showing the fun: simple checks for world readability

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Your game has two types of content: interactive and non-interactive. Telling the difference is almost never at the heart of your game’s ‘fun’ (engaging content). In this talk we’ll have three simple questions you can use to understand why players lose engagement, and six ways in which they (mis)read your worlds At the end, you’ll have a guide to understanding why your player gets lost ... And how to improve the situation.


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