Ha Ha! Facade you are!
Posted December 1st, 2008 by kbednareWhen I started playing Façade I thought it was very strange. The characters Trip and Grace in the game behave somewhat awkwardly and I could not understand why if their relationship was so terrible they were inviting me over. The more I played the game, the more I began to appreciate the purpose and innovation of the game. Playing therapist to Trip and Grace and helping them resolve their issues is the objective of the game. The interactivity of this game was very high, much more so than “Colossal Cave Adventure” or “The Abominable Snowman.” I was actually able to make my own unique decisions and evaluations of the situation and opposed to only being able to choose from two or three preset choices. Façade exhibits ontological interactivity because the decisions I made the different times I played it created new storylines. If I decided to talk to Grace more than she would discuss the decorating of the apartment while one the other hand if I focused on the Trip he would talk about the picture he took in Italy. Marie-Laure Ryan’s definition of ontological interactivity is most clearly exhibited by Façade because, “The decisions of the user send(s) the history of the virtual world on different forking pathways.” Of all the interactive games we have encountered in this class, Façade has the most interactivity because the decisions you personally make certainly effect the outcome of your narrative.
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