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Session Name:

Playdom's Blackwood & Bell Mysteries: The Nutshell Narrative Case


Hear the story of how this team was given the task of creating a hidden object game similar to Gardens of Time, but with a mystery theme. Not as straightforward as it sounds! You can't have a mystery game without an elaborate story, and elaborate stories have no place in social games, where players frequently skip through dialogue. Quite the pickle! In this session, playdom game designer, Martha Sapeta, will reveal how her team created a complex story in a simplified game space, and how they structured all of the game elements and mechanics around the game's narrative.

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  • GDC Online 2012
  • Martha Sapeta
  • Playdom
  • free content
  • Game Narrative Summit
  • Game Narrative