Successful Reflective Choices in Interactive Narrative

Not all player choices have to have mechanical effects. It’s less interesting to establish this point (and constantly re-defend it) than it is to say: given that reflective choice is a legitimate technique, it can be used well or badly. Some reflective choice is astonishingly effective, and some is worse than useless. The tools we use to interrogate mechanical choices won’t necessarily be very helpful in distinguishing between the two. What goes into a strong reflective choice?

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