Is just one choice all it takes to turn a novel into a video game? Before you say yes, consider when a game is created out of many choices and when we are left with none.
Richard Eisenbeis looks at Katawa Shoujo in an April 24 Kotaku article. Eisenbeis holds up the dating sim/visual novel as proof that one choice is all it takes to turn a novel into a game. It is a shallow analysis and the implication that one can stick a choice in a novel and have a game is just false.
If we step away from the screen with only Eisenbeis’s assertion, we lose out on understanding what developers have to do to take a story and turn it interactive.
Creating a good game means understanding the times when a million choices create an interactive work and the instances where no choices are required.
You are on a macadam jetty — ostensibly shipwrecked — looking out over a briny shoreline that snakes its way out into the distance before disappearing behind a limestone cliff face. Even further stands a radio tower on which a pair of nictitant red lights burn through the seaside fog in equal parts beacon and ...