Caroline Clark
Liney Games

Caroline has been a programmer for 10 years across many different companies and technologies. Her software teaches children to code on a RaspberryPi, helps you on your daily commute to work in New York and makes a character come to life in the games she developed. She is currently working on Plant Everywhere, a cosy guerrilla gardening game. She is also part of Queensguard with their contribution to Cartomancy Anthology and sequel Shards Between Us, a heartfelt game about two sisters mending their relationship.
Caroline Clark is speaking at the following session/s
No, Puzzle Games Aren’t Dead, You Just Didn’t Realise They’re Emotional Experiences Too
Games are emotional experiences, this is very clear in genres like first person shooters or adventure games. However, puzzle games are about logic and deduction, and it’s not immediately clear that emotions are even present, let alone important. I will make the case that despite appearances, puzzle games are indeed emotional, and in articulating how different mechanics create different emotions, we can better understand why some puzzle games stick with us longer than others, and what to consider when building our own puzzle games.
Session Takeaway
- Why you should think of your game mechanics and the intended experience together.
- Examples of how the mechanics reinforce a particular experience.
- New appreciation of puzzle games and puzzle mechanics.
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