bukayeva wrote:
(Obviously this doesn't have to mean emotional solely in terms of making you cry or laugh, but also in terms of providing surprise, astonishment, the "cool reveal", the subtle twist that you just had to bring up to others because it was so darn cool. Or just the really effective scene that either gave you tingles, chills, or was just plain cool in how it was handled.)
My personal belief is that IF wants to be ultimately relevant to more game players, it needs to prove that it can provide these moments to gamers who are not only accommodating them but starting to demand them.
I think there are a lot of things that IF struggles with as a medium - not because of the form, but because of what authors want to use it for. But this kind of thing - the incredible twist on your expectations, the devastating reversal, it's something I think many IF games have done really well. An important part of it is that in text it's easy to hide things - you just don't mention them, even if, in a graphical game, the truth would be obvious from the first screen.
This isn't a new thing for IF, or even for graphical games (it's obvious from the intro that
Snatcher (1988) is building up to a twist, and it managed to misdirect me, at least). I guess it may be a new thing for gazillion dollar studio games like
Call of Duty, but the people on the fringes of any medium are always doing interesting stuff with every part of it - and that includes the IF fringe, the storytelling part, and where they overlap.
Games you might want to try include
9.05,
Shrapnel,
Fail-Safe,
August,
Slouching Towards Bedlam, and, for a more silly example,
The Tale of the Kissing Bandit.