LoL... tell the bastard to stream the Ceremony to you.... you can be there... digitally !!!
LoL.... I'm just joking. Go to the wedding... its not like you're not going to enjoy yourself there.
Ah yes.... the old Random Trick.
Well obviously they can't give you fixed rewards because then that would defeat the purpose of implementing a psychological trap in the first place... so they Randomize them.... the unpredictability helps build the Anticipation.
Attack on Titan seems promising.
I don't know what to make of Code Geass.... feels like one of those things I just have to watch it just to expand my horizon.
LoL... I'm sorry but I just don't see it... the example you gave was out preference... I can see why people would like it but I don't see how it actually works.
Which is what Ian's article was also trying to point out.
LoL... I mean.... That just says it all, doesn't it...
We can't defend our beloved Boob Simulator.... granted me calling it that isn't helping but I figured I'm doing less harm than TN is.
LoL... I'm going to skip over the bit with remote because I can't tell what you're going for there.
As for The Nature of Story Telling. Theres no room to interact... we want there to be but really there isn't. Its passive and for telling a story to be effective it works better if people just...
The bottom line is that person was invited to hear a story and making them press buttons on a controller doesn't make that process any less passive... essentially the story gets held Hostage until you do this and that and find some doodad and solve a puzzle.
I mean... that makes sense right ...
Naturally gamers are going to flip out if someone says that those experience what have been better paced if they delivered in the form of a movie or a book or a campfire story, but would it ?
Lastly... the idea that making something interactive automatically more personal or more invested in the narrative just seems inaccurate.
Ian uses Gone Home and What Remains of Edith Finch as examples... he claims these experiences are negatively affected by the need to interact with them.