Case studies from beyond the fourth wall

Close readings of experiences that treated puzzles, performers, messages and real-world spaces as parts of one story.

History as a design tool

These pages are new editorial analyses, not reconstructions of old sales copy. We use contemporary reporting, creator material and specialist reviews to establish what happened, then keep documented fact separate from our interpretation.

Each case study asks what a past experience can still teach players and designers: where immersion started, how participation worked, which tensions showed up and which ideas still travel.

Read our editorial process