Three Cards to Midnight had, not only a great story, but gameplay that was closely tied to it. There wasn’t a disconnect between story and game which is so common, where both gameplay and plot are good, but seem cut and pasted together. I asked about how this closeness was achieved. Chris answers:
“I think in looking at the particular market that we were going after, which was more of a casual gaming design, we looked at the products that were out there and obviously we felt like there was a lot of room with that in terms of bringing a story, but because story was so critical to what we were doing, we had to start with the story and work on the aspects of how do we integrate solid light adventure and casual gaming into the design, without compromising the story. So we really did start with the story itself, and then, with the experience that we’ve had, we found, I think, an excellent way to integrate the two.”
Aaron: “It was hand in hand. It was ‘Ok. let’s look at what type of gameplay we have available, what is the best story scenario to fit that?’ We thought someone trying to retrieve their memories, through this word association, that that gameplay and that story would really work hand in hand very well.”