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Episode 187: Kellian Adams Pletcher and Brian Pletcher of Green Door Labs

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Manage episode 228421010 series 171294
Content provided by Noah Nelson and Noah Nelson/No Proscenium. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Noah Nelson and Noah Nelson/No Proscenium or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.
NYC Curator and NoPro Managing Editor Kathryn Yu tracks down the always busy Kellian Adams Pletcher and Brian Pletcher of Green Door Labs for a wide-ranging conversation about the collision of immersive theatre and game design. They discuss Kellian and Brian's work on shows like Club Drosselmeyer and Save the Munbax and how their approach to audience agency and interactive storytelling has changed over the years, as well as touching on topics such as designing diegetic puzzles, allowing the audience to choose their level of engagement, incorporating different types of game mechanics, designing experiences for both the general public and "super-puzzlers," writing bad endings on purpose, and much, much more.

Get bonus content on Patreon


Hosted on Acast. See acast.com/privacy for more information.

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501 episodes

Artwork
iconShare
 
Manage episode 228421010 series 171294
Content provided by Noah Nelson and Noah Nelson/No Proscenium. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Noah Nelson and Noah Nelson/No Proscenium or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.
NYC Curator and NoPro Managing Editor Kathryn Yu tracks down the always busy Kellian Adams Pletcher and Brian Pletcher of Green Door Labs for a wide-ranging conversation about the collision of immersive theatre and game design. They discuss Kellian and Brian's work on shows like Club Drosselmeyer and Save the Munbax and how their approach to audience agency and interactive storytelling has changed over the years, as well as touching on topics such as designing diegetic puzzles, allowing the audience to choose their level of engagement, incorporating different types of game mechanics, designing experiences for both the general public and "super-puzzlers," writing bad endings on purpose, and much, much more.

Get bonus content on Patreon


Hosted on Acast. See acast.com/privacy for more information.

  continue reading

501 episodes

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