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Marvellous. Can't say any more – you need to read this (very) short story – but it's really, really lovely: shivers down the spine, and something heartwarming, all at once. And: set in a slightly magical part of the world.
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"…the insight I had playing Indigo was that map-based games, while non-linear in gameplay, are inflexible in narrative. There’s nothing variable about the story that emerges in the player’s head: it’s authored, split up, and distributed across the game like pennies in a Christmas pudding. All that changes is the pace at which it appears. But in time-based games, everything the player does is story, and so that story is constant flux.
To put this another way:
Map-based games are ludicly non-linear but narratively inflexible.
Time-based games are ludicly linear but narratively flexible.
(Of course, these are spectrums: some games, like Rameses or Photopia are ludicly linear and narratively inflexible, and some, like Mass Effect, at least endeavour to be ludicly non-linear and narratively flexible.)
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Do readers want to interact, toy and play with fiction, or alter, bend and shape it?" Jon Ingold is smart. -
Really ought to make some of this sometime; I'm a sucker for onion jam/marmalade, ad it's so easy, I have no idea why I haven't tried it before.