Being Wronged

The Interactivity Between You, the Environment, and the Couple

Mateas and Stern clearly state in their description of the game that "[b]y the end of this intense one-act play you will have changed the course of Grace and Trip's lives, motivating you to re-play the drama to find out how your interaction could make things turn out differently the next time."

Everything you do, and everything you say affects the turnout of your story. You're allowed to say whatever you'd like in the text box, manipulate objects in the room like the art sculptures and wine bottles, and you have the ability to hug, comfort, and even kiss Trip and/or Grace. With every interaction, you can change the course of the story. One moment you may have Trip loving your companionship, the next you'll have him wanting to kick you out of his home and vice versa. You can continue to flip flop between both characters or stay on one person's side. 

Meadows says that "[i]nteractivity is, like plot, based on fascination and captivation. It is how people get pulled into a process that continues to draw them deeper and deeper ... if the interaction design is done well, [it] generates an increased interest in further interaction." (44) 


With such high levels of interactivity within this story, you, as the reader, hold so much power over what you want to have happen.There are multiple endings, and knowing that alone draws the reader back in for another round of play.

The image provided displays a snapshot of just how much control the player has over the story. You're telling this married woman that she can do better than the man she has married, by choice. No matter the gender of the player, this is really offensive. To tell someone how to live their lives isn't taken kindly by most. From here, Grace may now question her relationship and wonder why you (the player) have said this or why she's stayed for as long as she has.

 

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