Entering the Conversation: Mystic Messenger

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“I’ve thought about this a fair bit. Video games narratives have to contend with the audience’s ability to interact with the medium, which isn’t normally a concern for books and movies. Unlike storytelling, interactivity is integral to a video game, so it’s not surprising that the number of action setpieces would outweigh the presence and quality of a narrative. I don’t believe the two have to oppose each other, though – as you implied, they can work side-by-side to create a unique experience.

An example of my own would be a recent release from Cheritz, Mystic Messenger. The game is a dating sim visual novel, special in that it opts to replicate the experience of using a chat room rather than meeting people in offline environments. The conversations appear in real-time, and similar to real life, that means you can miss out on speaking to someone. What you choose to say influences the direction of the conversation and your relationships. You can also ignore the chat entirely and arrive at different conclusions based on that. The real-time aspect adds to the realism, and everything together creates an involving and intimate experience that books and films wouldn’t be able to achieve.”

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