Analogue: A Hate Story

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When I was a kid, I went through a period of consuming choose your own adventure books in mass quantities. It was the merging of books and games, my two loves, so I kept telling myself that, as the amalgamation of the two, they were even better. But they weren’t better. I never identified with my character in those books the way I identified with Bilbo in ‘The Hobbit’ or Hazel in ‘Watership Down’. And they were definitely not as exciting as stomping mushrooms in Super Mario Bros or hitting things with Simon’s whip in Castlevania. Obviously the gameplay was lacking because there isn’t much you can do with “turn to page 67” (even adding a die roll and combat system, like some of the more advanced versions did, didn’t do much to increase the sense of risk and accomplishment inherent in games like Super Mario Bros and Castlevania), but why was the story not as immersive? The theory I think a lot of us who make games operate from is that offering player choices creates a sense of investment in their character and in the story that supersedes that of a novel or film; however, in my experience, that is seldom the case.

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