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	<title>Comments on: Bee (Emily Short)</title>
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	<link>http://www.freeindiegam.es/2012/06/bee-emily-short/</link>
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		<title>By: Stephen</title>
		<link>http://www.freeindiegam.es/2012/06/bee-emily-short/#comment-3123</link>
		<dc:creator><![CDATA[Stephen]]></dc:creator>
		<pubDate>Tue, 05 Jun 2012 16:18:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=1565#comment-3123</guid>
		<description><![CDATA[I don&#039;t think I can appreciate that.  I replayed it, in the spirit of &quot;fuck spelling&quot;, and in addition to one very strong dramatic scene I really appreciated the divergence.]]></description>
		<content:encoded><![CDATA[<p>I don&#8217;t think I can appreciate that.  I replayed it, in the spirit of &#8220;fuck spelling&#8221;, and in addition to one very strong dramatic scene I really appreciated the divergence.</p>
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		<title>By: Porpentine</title>
		<link>http://www.freeindiegam.es/2012/06/bee-emily-short/#comment-3121</link>
		<dc:creator><![CDATA[Porpentine]]></dc:creator>
		<pubDate>Tue, 05 Jun 2012 15:56:50 +0000</pubDate>
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		<description><![CDATA[The thing you have to understand about the story is that it authentically describes an insane, hermetic American sub-culture in true detail from the inside. Approached from that perspective, it becomes really really good.]]></description>
		<content:encoded><![CDATA[<p>The thing you have to understand about the story is that it authentically describes an insane, hermetic American sub-culture in true detail from the inside. Approached from that perspective, it becomes really really good.</p>
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		<title>By: Stephen</title>
		<link>http://www.freeindiegam.es/2012/06/bee-emily-short/#comment-3120</link>
		<dc:creator><![CDATA[Stephen]]></dc:creator>
		<pubDate>Tue, 05 Jun 2012 15:41:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=1565#comment-3120</guid>
		<description><![CDATA[Not sure how I felt about it.  It had this writerly quality that, I don&#039;t know, it was charming me occasionally but I fundamentally wasn&#039;t interested in the story.  At the same time, I may give it another go and see what happens if I ignore the spelling stuff entirely.  So I find it interesting at a couple of levels.]]></description>
		<content:encoded><![CDATA[<p>Not sure how I felt about it.  It had this writerly quality that, I don&#8217;t know, it was charming me occasionally but I fundamentally wasn&#8217;t interested in the story.  At the same time, I may give it another go and see what happens if I ignore the spelling stuff entirely.  So I find it interesting at a couple of levels.</p>
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		<title>By: Radical Dreamer</title>
		<link>http://www.freeindiegam.es/2012/06/bee-emily-short/#comment-3119</link>
		<dc:creator><![CDATA[Radical Dreamer]]></dc:creator>
		<pubDate>Tue, 05 Jun 2012 14:08:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=1565#comment-3119</guid>
		<description><![CDATA[Well, if you want some prior art, you could check gamebooks, like the Lone Wolf series. The system is pretty much the same: you have some RPG-like statistics, and pages of text with branching paths (&quot;if you want to turn left, go to page 19&quot;, &quot;if you have the ability X, go to page 67, else go to page 89&quot;, and so on). Except it&#039;s, you know, on paper.

That being said, the tale of this little girl that strives to make her life worthwhile is so endearing, I&#039;m recommending it to my no-gamer friends.]]></description>
		<content:encoded><![CDATA[<p>Well, if you want some prior art, you could check gamebooks, like the Lone Wolf series. The system is pretty much the same: you have some RPG-like statistics, and pages of text with branching paths (&#8220;if you want to turn left, go to page 19&#8243;, &#8220;if you have the ability X, go to page 67, else go to page 89&#8243;, and so on). Except it&#8217;s, you know, on paper.</p>
<p>That being said, the tale of this little girl that strives to make her life worthwhile is so endearing, I&#8217;m recommending it to my no-gamer friends.</p>
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		<title>By: nobody</title>
		<link>http://www.freeindiegam.es/2012/06/bee-emily-short/#comment-3118</link>
		<dc:creator><![CDATA[nobody]]></dc:creator>
		<pubDate>Tue, 05 Jun 2012 13:21:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=1565#comment-3118</guid>
		<description><![CDATA[I&#039;m going to ramble a bit -- apologies for not taking the time to edit this down into something more self-coherent:

This is great. Maybe I&#039;m just unaware of some prior art here, but I&#039;m struck by how the inclusion of just a bit of &lt;i&gt;game system&lt;/i&gt; (stat points, time of year, year-end goal) goes a long way toward mitigating the feeling of undirected haphazardness that plagued most of the &#039;hypertext fiction&#039; from the 90s (with a few exceptions, most notably [if I&#039;m remembering correctly] Shelley Jackson&#039;s &#039;Patchwork Girl&#039; and another whose name I can&#039;t recall that was brilliant but, it turns out in the end [and I remember thinking this correlation was likely no accident] &lt;i&gt;completely linear&lt;/i&gt;). The game systems restore a sense of authorial control, I think, that I&#039;m mildly convinced (perhaps controversially?) is crucial in making reading a story feel worthwhile. 

(I didn&#039;t realize until the end that the formatting/infrastructure is a function of the Varytale platform and not specifically created just for this piece?)

The one thing I wasn&#039;t sure how to handle was the large amount of repetition, especially in the spelling lessons / word lists. Some repeated events make sense, mirroring the cyclical life of a family (game night, time for church, etc.) and it&#039;s a plus, I think, that the repetition there lets you see other sub-branches of those event types, but the lack of new words to learn made each click on, say, &#039;study greek roots&#039; feel like a wasted opportunity, both from a player perspective [was this a wasted turn? I want to win!] and from a storytelling/reader perspective [there could have been a nice new paragraph to read here!].

That said, perhaps the repetition also helps alleviate some of the earlier hypertext works&#039; groundlessness. Here, by the end, you feel like you&#039;ve almost saturated the entire field of storytelling options, and the repetition lets you know that you&#039;re not capriciously missing out.

But perhaps it&#039;s telling (and undercuts my initial argument) that my favorite part has almost nothing to do with the game system. The second trip to the hair salon was just such a nice bit of storytelling, teasing out a small bit of social misunderstanding into something that feels more momentous precisely because we&#039;ve already spent a bunch of time with the main character and have already internalized her (and her mother&#039;s) limited perspective.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m going to ramble a bit &#8212; apologies for not taking the time to edit this down into something more self-coherent:</p>
<p>This is great. Maybe I&#8217;m just unaware of some prior art here, but I&#8217;m struck by how the inclusion of just a bit of <i>game system</i> (stat points, time of year, year-end goal) goes a long way toward mitigating the feeling of undirected haphazardness that plagued most of the &#8216;hypertext fiction&#8217; from the 90s (with a few exceptions, most notably [if I'm remembering correctly] Shelley Jackson&#8217;s &#8216;Patchwork Girl&#8217; and another whose name I can&#8217;t recall that was brilliant but, it turns out in the end [and I remember thinking this correlation was likely no accident] <i>completely linear</i>). The game systems restore a sense of authorial control, I think, that I&#8217;m mildly convinced (perhaps controversially?) is crucial in making reading a story feel worthwhile. </p>
<p>(I didn&#8217;t realize until the end that the formatting/infrastructure is a function of the Varytale platform and not specifically created just for this piece?)</p>
<p>The one thing I wasn&#8217;t sure how to handle was the large amount of repetition, especially in the spelling lessons / word lists. Some repeated events make sense, mirroring the cyclical life of a family (game night, time for church, etc.) and it&#8217;s a plus, I think, that the repetition there lets you see other sub-branches of those event types, but the lack of new words to learn made each click on, say, &#8216;study greek roots&#8217; feel like a wasted opportunity, both from a player perspective [was this a wasted turn? I want to win!] and from a storytelling/reader perspective [there could have been a nice new paragraph to read here!].</p>
<p>That said, perhaps the repetition also helps alleviate some of the earlier hypertext works&#8217; groundlessness. Here, by the end, you feel like you&#8217;ve almost saturated the entire field of storytelling options, and the repetition lets you know that you&#8217;re not capriciously missing out.</p>
<p>But perhaps it&#8217;s telling (and undercuts my initial argument) that my favorite part has almost nothing to do with the game system. The second trip to the hair salon was just such a nice bit of storytelling, teasing out a small bit of social misunderstanding into something that feels more momentous precisely because we&#8217;ve already spent a bunch of time with the main character and have already internalized her (and her mother&#8217;s) limited perspective.</p>
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