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Thread: Dear Esther
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Old 01-23-2012, 08:59 PM   #38
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Join Date: Feb 2011
Location: California
Posts: 19

Hm, yeah, I wasn't using semantics as an attempt to cloud the discussion. I sorta wandered into this argument halfway, and the argument happened to be about what qualifies as interactive.

As for Dear Esther, I haven't played the original mod, but I will say that the trailer has piqued my interest. From what I can tell, it seems to have generated quite a lot of coverage--enough to make me think that the majority of those who have handled it have had a positive reaction. I can't know that for sure, but it does look like it'll make a dent in the community. The YouTube trailer already has 100,000+ views. Quite a lot for a non-mainstream, artsy-fartsy mod.

The point is that while Ascovel's reasoning is not unfounded, my opinion is that it isn't as damning a conviction as it sounds. I'll agree that I see limited interaction as a step back in game design, but I'm not as willing to write it off completely. There have been certain games that deliberately limited interaction, and the storytelling was all the richer for it. And as an adventure gamer, I play for the story; I'm not even into puzzles. So I'm a bit more optimistic about Dear Esther.
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