REPLAYABILITY

A wide range of choices and the fact that each one brings different consequences and plot twists keeps the user wondering "what if?". So, once they reach an ending (which almost always is far more satisfying than dying), they go back in time to replay the experience choosing differently; unleashing their hidden personas, exploring different plots and outcomes. Who said you only live once?

EASY

With a point-and-click interface, the experience is intuitive and very easy to interact with. It's also easy to play it through with no puzzles, twitch challenges or constant user deaths. This avoids user frustration or feelings of inadequacy. The user is always moving forward unfolding his story.

DURATION

The experience is short enough to reach a satisfying ending in a short time period (our first title-prototype is less than an hour long in one run) which makes the experience more accessible. But given that people like to replay it many times, the users can get longer entertainment times as desired.
Back to users experience
Design model
Summary
Technology & Prototypes
Prototype-Product Masq
Market test results
Industry & users' opinions
Objections and Myths:
Why did others fail?
"Interactive story" an oxymoron?
Will women play it?
A new genre may be expensive
Can this model make money in a hit-driven business?
Contact us
Team / rare mix of skills
Intention & History of the project
MASQ
Presents
Cost-Platform Design Model
Title Design
Why aren't we mainstream?
Branching is expensive
Non-gamers won't play
Model as platform and scalability
User's experience
Summary
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