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Peer Response: Evan Reynolds

I went ahead and pasted my comment from Evan's blog here because I mis-read that I was supposed to post a blog entry about it rather than leave a huge comment [whoops!]. It is available in both places for your viewing pleasure.

Evan that was an incredibly thorough and well planned out presentation. I liked the fact that you incorporated your own work of hypertext fiction, which by the way was quite impressive.

I think that you had us play this game to get a sense of playing hypertext games if we were not familiar with the genre. At first glance the player might think that making good choices in the game is the way to a "happy" or prosperous ending, but that is quickly disproven [having tea with the old woman, helping by throwing the trashcan, just saying F-It all and going to the bar]. Then there is the second theory that the player should stick with the bad choices in hopes that a pattern will lead them to a desired outcome[getting drunk more, having sex with the random "woman", throwing a trashcan].

In the end it is not whether the choices are seen as good or bad, but rahter choosing the the one lucky action that sets you up with an ending that doesn't lead to death. It is not a matter of being happy, rich, wealthy or even drunk [as in this game] but rather being alive, an overall goal. I played "A Nightmare in Paris" 10 times and to find out that all I had to do was goto the bar and drink rum was astonishing. I never would have thought about that.

IF does incorporate some very absurd elements, but I assume that is part of the appeal. You can be face down drunk in the street one minute and then be killef by the French mafia the next. The absurd elements in "ANIP" were all very real though, just the course of events and the way they played out was not. According to this game the major weakness of IF in my opinion is the lack of variability. A player will continually play the process of elimination strategy until they take the right path. Gameplay just depends on the stroke of luck that he/she has when going through the motions of the game and choosing actions. Do you think that the lack of popularity of IF/hypertext compared to Harry Potter had to do with the time when it was released? [1985] The world may not have been as ready as it is today.

I usually don't like IF or hypertext games, but yours was a pleasure to play. It was a mix of dark fiction and real experiences. Good luck with your paper Evan.

Comments (1)

Evan:

Did you catch the rest of it? It's on

http://blog.onedismalpoet.net/archives.php?id=2

Thanks for the feed back.

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This page contains a single entry from the blog posted on January 18, 2006 9:16 AM.

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