The thrilling conclusion to last week's discussion, in which we reminisce about past Games run by Team Snout and how we selected and implemented each theme. Please try to contain your excitement.
[ Download mp3 - 36 MB ]
00:00 - Random TeaserTM: breaking the fourth wall
01:43 - how do GCs pick their themes?
05:02 - many Game themes are based on TV/movies/media/pop culture
06:05 - lessons learned: theme > story (e.g., Justice Unlimited)
08:26 - how Snout picks themes
11:07 - Homicide: Life on the Farm
11:48 - FoBiK
14:20 - you don't need a lot of story in a Game...
16:20 - ...but the players need to be the stars of the story
17:47 - the story of FoBiK
19:37 - foreshadowing in trailer, payoff in photo clue
21:08 - front-loading story in Justice Unlimited
22:46 - men in tights
24:11 - lively debate over the Hogwarts Game story
29:04 - thank you, Goonies Game!
31:05 - how is Harry Potter like the President of the United States?
33:29 - how Chris suckered us into running Midnight Madness
36:19 - The End
Music: instrumentals from "Code Monkey" and "Mandelbrot Set" by Jonathan Coulton
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Snout could run a game themed on the opposites of previous Snout themes. Since Hogwarts didn't allow spoilers, one puzzle would be all spoilers. JU was superheroes, you could do a supervillain puzzle. Uhm, except I don't know what the opposite of Midnight Madness is. Never mind.
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