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The Illusion of Choice in Games

Espen Aarseth on Quest Games:

"Successful productions of this type, whether we call them stories, games, or story-game hybrids, must find a balance between the landscape and the path forward. The landscape must disguise its unicursal nature, and the true path must appear as though it was one choice among many."

It's the freaking Matrix!

About the Author

PhD Candidate in Japan, researching Narrative in Games. Responds favorably to Thrash Metal, Karaoke, and Dungeons & Dragons.

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