Passages: getting close to interactive fiction

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Aleks sent me this link to the game “Passages” a couple of weeks ago, which also got picked up on the blogosphere. It’s definitely worth spending ten minutes playing the game. I’ll try not to spoil it too much, but some may want to play it first and then read the post.

Passages is getting closer to what I would call interactive fiction. Although Passages is a game, it has a narrative associated with it. The game play leads the reader/player through the process discovery, and insights from the author. The success of the game hinges upon having a point of view, which most games as interactive fiction lack.

The main challenge of interactive fiction is related to the idea that author has a point of view, which she is trying to convey to the reader. This leads to tree and branch narratives, where the choices seem contrived or obvious in the attempts to lead the “reader” down a particular path. Interactive narratives are getting closer. They still offer incomplete experiences because the reader/player always tried to do something not built into the game engine, which breaks the illusion. Games like Bioshock are definitely moving towards more cinematic gaming experiences, which takes game art direction to new heights. However, improving interactive narratives is not solely based on more complex decision trees, artful imagery or polygon renderings.

Passages is very simple game, stripped down to 8 bit graphics. Its compelling narrative and commentary on life, relationships, and work life it above other works. It’s a simple reminder that games as the fiction of the future will still need to have a perspective and something compelling to say. Otherwise, it will be remain delegated to the realm of genre fiction.

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