Trigger Happy
care why my city is cursed, I’m off to the hills with Jocasta to live out my days in luxury,” you’re not going to get much of a story out of the game.
Some kinds of irreversibility, indeed, are actually anathema to good videogame design. A good exploration game, for example, should never let the player get irreversibly “stuck” in a space from which there is no escape (because, for example, he or she hasn’t collected the right key yet), forcing her to switch off completely and reload. Although this is a feasible
The fact that the videogame form is predicated strongly on such types of reversibility is one explanation, then, why the action tells no very compelling synchronic story. On the other hand, the FMV
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