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Game On: Why Museums Need Story Designers,
Not Just Tech Vendors

  • Why More Tech Isn't The Sole Answer For Museums

  • How Game Design Improves Visitor Experience

  • Is AI To Be Feared or Embraced?

Game designers are experts in what keeps people playing; museum professionals are experts in what matters.

Putting those two skillsets together is one of the smartest moves a museum can make right now.

When your stories are shaped by people who build interactive worlds for a living, and delivered through tools designed around choice and pacing, “digital” stops feeling like a bolt‑on and starts feeling like the visit itself.

Why museums don’t just need more tech – they need better story craft

Most museums already have websites, social media, and perhaps an app or audio guide. The real gap isn’t technology; it’s the craft of designing experiences that people actually want to follow from beginning to end. 

Game designers spend their careers answering questions that are suddenly central to museums:

  • How do we hook someone in the first 30 seconds?

  • How do we give them meaningful choices without confusing them?

  • How do we pace information so they don’t get bored or overwhelmed?

In the game’s world, if you get this wrong, players leave – and they rarely come back. That ruthless feedback loop has produced decades of hard‑won insight into attention, motivation and flow, which is precisely what museums need as they compete with streaming, games and social media for visitors’ time.

What game designers bring that traditional vendors often don’t

Panivox was founded by the Oliver Twins, brothers and lifelong collaborators who have shipped hundreds of interactive titles and pioneered new formats over 40 years. That heritage shapes how RichCast, the technology behind Panivox, is built, and how projects are approached with museums. 

Three strengths matter especially for directors and digital leads:

Systems for choice and consequence


Game designers think in branching paths, feedback loops and “what happens if…?” – the foundations of interactive tours, talking portraits and visitor‑led trails. RichCast encodes this thinking into a no‑code editor, enabling creators to build complex experiences without having to reinvent the logic each time. This means creating unique experiences can be fast and flexible, a unique benefit of Panivox, whose technology is entirely powered by RichCast. 

 

Pacing, reward and replay-ability


Instead of a single, linear script, game‑informed stories are broken into scenes, beats, and moments of payoff. For museums, that means shorter, more satisfying interactions – a quick win at a kiosk, a surprising character reveal, or an optional “deep dive” for enthusiasts. 

 

Player empathy and UX instincts

Game studios live or die on user testing. They’re used to watching real people get confused, bored or delighted, and then iterating fast. That mindset transfers directly into refining museum stories based on what visitors actually do, not just what we hope they’ll do. 

A traditional tech vendor may deliver solid infrastructure, but they rarely bring this level of narrative craft. With Panivox, story design is the starting point, not an afterthought. 

RichCast: a story engine built like a game, used like a guide

RichCast, the power behind Panivox, began as a platform for creating and playing interactive fiction across multiple devices, with voice recognition and branching narratives at its core.

 

As museums began adopting it, the team extended the same engine to handle gallery guides, talking portraits, trails, quizzes, and more, creating Panivox.

For museum teams, a few aspects are especially valuable:

No‑code, visual authoring

Curators and educators lay out scenes and branches on a canvas, add media, and define choices without writing code, this bridges expert content knowledge with a game‑style structure. While we don’t expect you to build your own games, it does mean that creating unique experiences with you is not costly or time-consuming. Changing and flexing the story in the future is also an easy ask. It means you are not investing in a once-only technology.   

Playable anywhere, no install


Experiences run in a browser on visitors’ own devices, on loaned tablets, or on fixed kiosks; QR codes enable instant access. That means one story can support pre‑visit tasters, on‑site interpretation and post‑visit follow‑ups with minimal friction. 

Designed for characters and conversation


Rich Cast’s voice recognition lets visitors talk to characters, not just tap buttons. In heritage settings, this can mean hearing history “from the horse’s mouth” and asking follow‑up questions on the fly. 

The result is a platform that feels familiar to game makers but approachable for museum staff and keeps stories flexible rather than locking them into rigid templates. 

Addressing AI and tech fears by keeping humans in charge

Many museum directors and digital leads worry that AI‑driven tools will dilute curatorial authority or create unmanageable risks. A game‑design‑led approach helps here too, because it assumes from the start that clear rules and authored content are essential. 

In the RichCast model:

  • Museum teams and Panivox writers define the narrative, facts, and tone; AI is used to enhance performance (e.g., voice quality or visual polish). 

  • Branches and responses are deliberately scoped, tested and iterated – closer to designing a game than unleashing an open‑ended chatbot. 

  • Because everything runs in a browser, it’s much easier to update, roll back or improve experiences if something isn’t working as intended. 

This keeps AI as a behind‑the‑scenes craft tool rather than a headline-grabber, aligning with emerging best practices in museum digital ethics.

What this means in practice for directors and digital leads

Choosing a partner with roots in interactive entertainment changes both the process and the outcomes of your digital projects.

For leadership teams, it means:

  • You’re not just buying a guide; you’re gaining access to a mature playbook for designing engaging, audience‑led experiences. 

  • Your staff can learn reusable storytelling patterns and production methods rather than one‑off app specifications. 

  • You can start with a miniature – a single talking portrait, a short trail – then scale to whole “story worlds” as confidence and evidence grow, supported by revenue‑share models that reduce upfront risk. 


For visitors, it means museum stories that feel less like homework and more like something they choose to do – stories that invite them to play, decide, return and share. And that, ultimately, is why museum stories should be written – or at least structurally shaped – by game designers: because they know how to keep people coming back for “just one more chapter” of your heritage.

Ready to see what this could look like for your visitors?

Tap below and let’s explore what’s possible together.

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