What
do you call a game that’s good for you, good for its genre, good for the gaming
industry, and good for gaming technology, but isn’t a goodgame? Easy: Façade.
Theirs
is a world very much like ours, in which every word, action, and even
hesitation has myriad unforeseeable consequences that affect all that follows.
This means that, though specifics may vary from session to session (thus making
a traditional walkthrough useless), the overall shape of the experience is
always similar; the player, then, cannot simply go through the motions, but
must always work to effect a resolution of the central conflict.
That
conflict concerns Grace and Trip, a married couple in meltdown mode. They’ve
invited the player’s character, an old friend, to their posh apartment, but can
barely stop arguing long enough to open the door. Though they initially put on
a brave show of connubial bliss, it’s not long before each injects quarreling
and indications into the conversation; it soon becomes clear that Grace and
Trip have been lying to themselves and to each other, and that without the help
of the clear-eyed (and ostensibly objective) player, one or both will soon
choose to sever their relationship entirely.
The
player’s toolkit is limited entirely to conversation. He or she may minimally
manipulate objects or hug or comfort Grace or Trip, but there’s no real action
to speak of. In all you say, you must be cognizant of not only how your words
affect the Grace-Trip pairing, but also the emotional well-being of the
individual character you’re speaking to or not speaking to. It’s a
brilliant idea, one of the most detailed and considered representations of
social intercourse yet seen for the personal computer. But as a narrative
concept, it’s not inherently unworkable.
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