I found this set of readings/videos/games to be extremely interesting. I thought the games were fun, and I had an especially enjoyable time playing Aisle. I found that this might be the kind of game Montfort talks about when he says that one should pause and think before labeling interactive fiction as a game. Aisle seemed to fit better into the ‘work’ category Montfort describes it rather than a game. What I assumed to be the point of the interface was to gain an understanding of the back-stories of each of the different characters you become in Aisle. I do not think the author had a particular end in mind. Montfort even says, “It would be bizarre for an interactor to claim to have won [Aisle]. Aisle reminded be a little bit of Storyteller, a game we played earlier in the semester. The point of storyteller was just to move things around in order to see different endings to the story. I think that is exactly what Aisle was trying to do.
I felt the same way after working with both ‘Storyteller’ and ‘Aisle’ – both amused but unfulfilled at the end of my session. I suppose I did feel productive, uncovering more and more endings, but in the end that was meaningless, because there was no way to tell if I had found them all (In Storyteller, the possibilities were so few this was possible, but not so in Aisle). It is impossible to even manifest my own ‘end’ or my own idea of ‘winning’ to the game. This was incredible frustrating, so much so that I could not rest until I had searched the Internet to find alternate endings that I might not have thought of. Even worse, I could not find an official walkthrough or list of possible endings. All I found was an ongoing list of endings with an invitation to add your own if one was missed.
So, I suppose I will reevaluate my claim that the point of Aisle was to uncover the different possible back-stories for your character. Perhaps this is the point of the game, although it seems debatable, because there is no way to tell whether you have discovered all the available pieces of information from the IF. If it is not the point, than I am at a loss.
On a side note, I love the idea of Interactive Fiction. A person’s game experience can be completely different from interactor to interactor – depending on how they visualize their atmosphere. Although the author seems to paint a picture of one’s surrounding, much is still left to the imagination, making a lighthearted and goofy game to one person a dark and gloomy game to another. It’s genius how these game developer’s can utilize aspects from outside the game to affect the game experience. This also makes me wonder where that type of action would be categorized in Galloway’s four different types of gameplay….