The games Passage, The Graveyard, and Dear Esther, are all similar in a way. They could all be shown as videos and the same kind of story would be outlined. However, just simply pushing buttons and interacting with the character makes a much deeper connection than just watching it.
In passage, I get the idea that the designer is trying to show how life can be lived in different ways and through different passages, but you always wind up in the same place. If you glide straight through with out exploring, you may cover more ground and stay steady and always be looking forward, but you haven’t gained much treasure or had much experience. If we all wind up with the same ending, why rush there? Why not explore with someone else. Picking the lady friend might hinder your way through your passage but at least you’re not going it alone.liked how someone mentioned in class that the pixelated images that build up to the left of the screen could symbolize memories. These memories only start to accumulate after a while into the game. Maybe this means that while we are young we are always looking to the future, and as we begin to age we look less forward to the future and begin reminiscing on the past.
I looked up how much Graveyard costs out of curiosity, It’s only $5. I kinda think that’s worth it... Not to be morbid, but when the woman dies it becomes much more meaningful. She goes into the graveyard to contemplate death and then dies peacefully to an ironic and bizarre song , after her painfully long journey to the bench.
Also, I wish my favorite books would be made into interactive stories like Dear Esther.
It’s interesting how game designers are using this concept to evoke a much stronger emotion from media consumers. Playing a game typically engages more attention than simply watching a video.
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