NARRATIVE ANALYSES
NARRATIVE ANALYSES
Interactive Fiction (1998)
Photopia’s fragmented “jigsaw-puzzle” plot and shifting perspectives enhanced my attachment to Alley by first focusing on her creativity and imagination, making her fate feel more tragic. I was particularly affected by Photopia’s “fatalistic interactivity”—the feeling of agency that is ultimately denied—which I found effective in creating emotional depth that might not translate as well to a non-interactive medium.
Action Adventure Game (2013)
Naughty Dog
In The Last of Us, I mostly appreciated the choice to have players experience the opening scene from Sarah’s perspective, as it strengthens the emotional bond with her father, Joel. Playing as Sarah, then as Sarah & Joel, and finally as Joel alone, I felt that the game’s design subtly transforms player identity, making Joel’s grief more impactful.