Perhaps a bit too unrelated, but this reminds me of visual novels. I feel like that community suffers from a similar problem. Choices in visual novels are seen by most as their core value. Visual novels with no choices are often derided with the reductive line of "if I wanted that I could just go read a book". This becomes really transparent in how upcoming western devs advertise their games, putting up front how their VN has this many choices and this many endings, without even trying to sell you on whether the story it's telling is any good, and whether the choices are adding to it, even though reading the story and taking in the art and music is what you're doing 99% of the time. There's this weird perception that because it allows some form of interaction, it MUST be all about the interaction, without stopping to think if it's a good idea. Anyway, nice essay. I relate to it. :>
Perhaps a bit too unrelated, but this reminds me of visual novels. I feel like that community suffers from a similar problem. Choices in visual novels are seen by most as their core value. Visual novels with no choices are often derided with the reductive line of "if I wanted that I could just go read a book". This becomes really transparent in how upcoming western devs advertise their games, putting up front how their VN has this many choices and this many endings, without even trying to sell you on whether the story it's telling is any good, and whether the choices are adding to it, even though reading the story and taking in the art and music is what you're doing 99% of the time. There's this weird perception that because it allows some form of interaction, it MUST be all about the interaction, without stopping to think if it's a good idea.
Anyway, nice essay. I relate to it. :>