How do you make a story-driven video game that keeps players engaged without using combat, mechanical challenge, or traditional adventure game puzzles? Many developers have tackled this problem with very different results. Firewatch designer and composer Chris Remo will explain how developer Campo Santo learned lessons from different video game genres in order to maintain player interactivity and carve out a unique space in the story game genre. This presentation will be of benefit to video game designers and developers working on games with a focus on story, characters, and world exploration. It will also be of general interest to those who enjoyed Firewatch or other games that attempt to invest their audience emotionally in a world or its characters.