Analysis: Gaming Up The Wrong Tree

Jeffrey Matulef examines the success and failure of games that misdirect players from their true goal, from classic PC adventure game Myst, to Gregory Weir's The Day and 'Jorgnsn's Get Home.

A vast majority of games are very straight-forward: you're given a goal (save the princess, save the world, kill the bad guy) and a step-by-step guide how to achieve said goal. Usually this involves going through a series of levels until you beat a boss. Sometimes you make choices that effect the story, but your overall goal and how you get there typically remains very predictable.

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