K: If a player misses a puzzle or if the story does that jump forward that you talked about, is it a different experience? Do you think they get the same thing out of it in the end?
AR: Ideally, they won’t notice at all that something unique has happened – it doesn’t always live up to that idea. One of the goals that I had was to make it so that you could get to an ending of Blue Lacuna and not have to worry or care whether it was the best ending or even whether it was anything other than the only ending. Most games have multiple endings and there’s often one “best” ending and if you end up with any of the other ones, it’s like “oh, well, now I have to go back and get the better ending.” I really wanted Blue Lacuna to feel like when you go through the story and get to the end, you’ll be satisfied. If you wanted to go back and try to find other pathways or alternatives, that’s fine, but it’s not required for the experience.