K: Are there parts of Blue Lacuna that you could miss and the story would still continue? For example, what if you didn’t make a certain choice?
AR: To a certain extent. The story will come to a halt for certain puzzles unless you get past them. There are a couple of different paths that you can be pursuing. For example, there’s things you can do with Progue, like push him or talk to him in a certain way that will pull the game forward to a state where you have skipped a puzzle that you might have been stuck on. There’s not enough of those mechanisms; I think if I were to go back and redesign it, it would be a better game if it were set up such that there was never a puzzle that you absolutely had to solve. The biggest difficulty with this sort of narrative is if someone can’t figure out a puzzle, and some of the puzzles in there are way too hard. Then they can’t go on with the story, and that sucks for everyone.
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