<?xml version="1.0" encoding="UTF-8"?><oembed><type>video</type><version>1.0</version><html>&lt;iframe src=&quot;https://www.loom.com/embed/b274322260704965be7e944fd4afc7f6&quot; frameborder=&quot;0&quot; width=&quot;1256&quot; height=&quot;942&quot; webkitallowfullscreen mozallowfullscreen allowfullscreen&gt;&lt;/iframe&gt;</html><height>942</height><width>1256</width><provider_name>Loom</provider_name><provider_url>https://www.loom.com</provider_url><thumbnail_height>942</thumbnail_height><thumbnail_width>1256</thumbnail_width><thumbnail_url>https://cdn.loom.com/sessions/thumbnails/b274322260704965be7e944fd4afc7f6-66a5abe740e1fb47.gif</thumbnail_url><duration>686.586</duration><title>Making Real Player Choice in Twine</title><description>This Loom explains the changes I made to my Twine game Lyla to improve player choice based on playtesting feedback. While the early version presented choices that looked different, they were not equally appealing. The revised version replaces those similar choices with three clearer, distinct strategies labeled Boundary Parent, Play Parent, and Presence Parent, so there is no obvious right answer. They also add more branching and mixed outcomes, including paths that can still lead to positives and negatives, and an ending where players can choose to continue or start over.</description></oembed>