So the other night I was lying a-bed and trying to give my eyes a break from digital screens. I got to thinking about this week’s Mechanic Monday, and about BURN. Something that had gnawed at the corners of my vision for how the game should be experienced, had been a question that wavered between replayability and variability. As I mentioned in my previous post, the game was inspired by a particular film, with a specific narrative. I could envision one great way the game could be played; but how many different ways were there? How could I give the play direction without giving it rails? Having identified this concern, I confronted it and examined it. I asked myself: What are the choices, and how will they be enjoyable? And what are the ludological tensions - i.e. what will create stakes in the space between options? So I re-examined the narrative. Something my teen self enjoyed about Spy Game was how Robert Redford’s character masterminded a perfect plan that anticipated every