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	<title>Comments on: Never Have I Ever (Molly Carroll and Ashton Raze)</title>
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	<link>http://www.freeindiegam.es/2013/01/never-have-i-ever-molly-carroll-and-ashton-raze/</link>
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		<title>By: Porpentine</title>
		<link>http://www.freeindiegam.es/2013/01/never-have-i-ever-molly-carroll-and-ashton-raze/#comment-36780</link>
		<dc:creator><![CDATA[Porpentine]]></dc:creator>
		<pubDate>Fri, 01 Feb 2013 10:40:25 +0000</pubDate>
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		<description><![CDATA[yeah, that&#039;s what i wrote in my notes about it. very effective in this case because it&#039;s actually operating on true data about the player

your infinite version of this sounds great]]></description>
		<content:encoded><![CDATA[<p>yeah, that&#8217;s what i wrote in my notes about it. very effective in this case because it&#8217;s actually operating on true data about the player</p>
<p>your infinite version of this sounds great</p>
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		<title>By: Bryce</title>
		<link>http://www.freeindiegam.es/2013/01/never-have-i-ever-molly-carroll-and-ashton-raze/#comment-36758</link>
		<dc:creator><![CDATA[Bryce]]></dc:creator>
		<pubDate>Fri, 01 Feb 2013 08:55:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=5603#comment-36758</guid>
		<description><![CDATA[&lt;3]]></description>
		<content:encoded><![CDATA[<p>&lt;3</p>
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		<title>By: mcc</title>
		<link>http://www.freeindiegam.es/2013/01/never-have-i-ever-molly-carroll-and-ashton-raze/#comment-36756</link>
		<dc:creator><![CDATA[mcc]]></dc:creator>
		<pubDate>Fri, 01 Feb 2013 08:21:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=5603#comment-36756</guid>
		<description><![CDATA[I liked this one, I was half worried most of the way through it that they&#039;d somehow scraped my Social Media Networking Identifiers and were writing down all the answers but this irrational worry HEIGHTENED THE EXPERIENCE. I was a bit disappointed with the end. The very last bit seemed like &quot;we don&#039;t know what else to say?&quot; and the point where the final questions turned &quot;very dark&quot; seemed like an obvious/&quot;absurd&quot; way to take things whereas the writing up to there was very, very naturalistic, you could imagine an actual conversation evolving that way.

I imagined a version that didn&#039;t end. In my daydreams this would just keep going forever, somehow, it would scrape Google or OKCupid and utilize natural language processing technologies to somehow come up with a limitless number of combinations of actions which people perform. You just keep clicking. And clicking. They must have programmed in an end, you think.

I did really like the increasingly pleading options to quit the game toward the end.

One last thought. I&#039;ve been thinking this week about the idea of Twine games structured like a conversation— where instead of the CYOA format of the text being the world and your clicks being your actions, the game author is like a storyteller speaking to you directly and the links are just your options in how to respond to them. The example I was thinking of before was mostly &quot;Kim&#039;s Story&quot;, I don&#039;t play enough Twine to know how common this approach is. This one is a really well done example of that though.]]></description>
		<content:encoded><![CDATA[<p>I liked this one, I was half worried most of the way through it that they&#8217;d somehow scraped my Social Media Networking Identifiers and were writing down all the answers but this irrational worry HEIGHTENED THE EXPERIENCE. I was a bit disappointed with the end. The very last bit seemed like &#8220;we don&#8217;t know what else to say?&#8221; and the point where the final questions turned &#8220;very dark&#8221; seemed like an obvious/&#8221;absurd&#8221; way to take things whereas the writing up to there was very, very naturalistic, you could imagine an actual conversation evolving that way.</p>
<p>I imagined a version that didn&#8217;t end. In my daydreams this would just keep going forever, somehow, it would scrape Google or OKCupid and utilize natural language processing technologies to somehow come up with a limitless number of combinations of actions which people perform. You just keep clicking. And clicking. They must have programmed in an end, you think.</p>
<p>I did really like the increasingly pleading options to quit the game toward the end.</p>
<p>One last thought. I&#8217;ve been thinking this week about the idea of Twine games structured like a conversation— where instead of the CYOA format of the text being the world and your clicks being your actions, the game author is like a storyteller speaking to you directly and the links are just your options in how to respond to them. The example I was thinking of before was mostly &#8220;Kim&#8217;s Story&#8221;, I don&#8217;t play enough Twine to know how common this approach is. This one is a really well done example of that though.</p>
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