![]() I don’t get the impression it was a terribly successful adaptation as narrative, but that people really enjoyed getting the NPCs to do weird things. Maybe The Hobbit, though honestly it drove me insane when I tried to play it. For historical reasons, probably Trinity and AMFV possibly also Deadline, Plundered Hearts, and Wishbringer.Blue Lacuna, or exploring player reaction and expressiveness as well as player choice for the experiment in drama management, even though I think said drama management does not always work to keep the pacing tight.Everybody Dies, for its inventive combination of image and text to accomplish subjective effects, and because it’s an especially strong use of multiple, differently-voiced protagonists (though see also Being Andrew Plotkin).Slouching Towards Bedlam, for its excellent articulation of the different choices available to the player, and the sense of true freedom within the story.Varicella, for its development of the accretive protagonist.The Baron, for adventures in protagonist motivation and the value of choice and philosophical thinking in an interactive story.Shade, for the changing player/protagonist relationship. ![]()
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