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[Music] thank you hi so Im Tony Howard Arias I am the co-writer and game designer for scarlet Hollow which is a choice driven horror visual novel that sits at the intersection of Twin Peaks Gravity Falls and life is strange its really weird to be in front of a crowd like this after the past couple years so forgive me if I got a little nervous um and Im here to talk about ways to think about player choice in your choice driven narrative games in terms of both making it feel like the decisions in your game matter to your players and not burning yourself out or being unable to finish your project because of just like scope creep so to do a bit of an overview uh when youre working on a choice driven game its always going to be a balancing act between maintaining your cohesive narrative making sure your choices fall within the cohesive story youre trying to tell the struggles of exponential scaling so if you have too many major decisions um incredibly easy for that to just get out of