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Hunka burnin' love

J. Harry Caufield

There's a web game called No One Has To Die that's been making the gaming-blog rounds. I don't intend this to be a gaming blog per se but this particular game is really quite good. Without giving too much away, it an excellent example of how even the smallest dose of interactivity can turn a fairly average story into a multifaceted one by virtue of player choice. The venerable Choose Your Own Adventure books did that too, of course, but aren't those really games, too? Either way, No One Has To Die isn't even that much more fun than flipping around a paperback to avoid the "bad" endings, but in this case it's clearly intentional. Perhaps most games can be reduced to repeating different permutations of the same actions until the desired result is reached.