Fiction is a Three-Edged Sword

Fiction, interactive fiction and narrative


Challenge, and how to avoid it

I was discussing challenge in games with a friend at work today – specifically, what to do with the player that can’t overcome it.

Interactive Fiction has long battled with the problem of stuckness, and these days it’s rare to see a polished game released without hints, walkthroughs, or such an incredibly linear storyline that pretty much anything you do will work. But could we be doing better? Consoles games increasingly are trying to resolve this problem: is there anything to learn from the experiments being done in the console world?

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