The reading was a bit tight as far as language goes. However, it made a good point about literature and text based videogames. Text based videogames are alot like those books you would read as a child, the choose your own adventure books. The storyline was the same but everytime you picked up the book, it led to a different place. This is alot like some text based videogames now adays, such as facade, where your responses to computer generated questions will either fix or further harm a relationship between two people who are on the verge of splitting but don't show any emotion about it until you show up for a dinner at their house. However, the reference of a literary labyrinth was pretty much the nail on the head. Textual based responses and directives are much like a labyrinth that is forked. Their is only one way out but their are multiple routes to get to that goal. Videogames are based upon this theory because the user needs a space to make thier own decisions and reactions but eventually wind down to some kind of goal or conclusion.
Comments (1)
A good analysis. I wonder whether we'll ever see engaging but truly open-ended narratives in games. But would that be too much like real life? As McLuhan says in a game don't I need to be "a puppet for a time"?
Posted by Andy Cox | November 18, 2007 9:48 AM
Posted on November 18, 2007 09:48