Tuesday, 1 March 2016

INTERACTIVE NARRATIVE :: Gameblogging 01

Does your chosen game make user input feel meaningful in terms of story direction and progression? Why or why not?

The conflict and central story of Facade is staged very clearly – The PC's friends,Trip and Grace are in an unhappy marriage as they fight before the PC arrives, they make passive aggressive remarks to one another while they're trying to be hospitable, and eventually break out into a full scale confrontation that the PC must mediate in an attempt to meet a peaceful outcome... or so I would assume.

My playthrough ended with Grace leaving before Trip could confess that he was having an affair, and though I answered as personably and as honestly as the real me would have in the situation, I didn't feel like my input had any strong or lasting effect on either character and that this ending was inevitable. They seemed so argumentative over seemingly insignificant things and gave off the impression that they hated each other so much that it honestly left me feeling helpless to even try to solve anything between the two of them. Half the time what I typed went completely ignored or Trip and Grace just side-eyed each other awkwardly like they weren't sure what I meant. Other times I would try to help one or the other, only to accidentally interrupt them or answer a question that I hadn't heard and didn't mean to answer. Grace asked for a lot of yes/no answers, and simply interpreted my words as yes or no depending on if I had a negative or positvely associated word in it – I kept typing 'you shouldn't be fighting' and the AI interpreted it as me telling her she shouldn't feel like she was important or she shouldn't want to be an artist. It felt like my answers only mattered when I insinuated 'yes' or 'no' and everything else I said was inconsequential.

From what I gathered of the story, Grace was mad that Trip wanted to go on vacation all the time? Trip was mad that Grace was always angry and frigid? It felt like the pettiest conflict but over the course of my playthrough, I couldn't figure out whether there was any deeper meaning to it, though I felt like there had to be. I feel like this game is a case of too much player freedom and not enough actual player interaction. Realistic as standing around in a modern setting and talking is, its neither immersive nor stimulating to feel like the player's words don't mean anything and that the AI is only acting on key phrases.

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