Photopia: Difference between revisions

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First you're a bombed-out guy in a car with a friend. Next you're an astronaut on Mars on a mission. Then you hear a splash. Then the narrator and plot shift again to match with the color of the times...
 
Such is the nature of [[Adam Cadre]]'s '''''Photopia''''', a 1998 [[Interactive Fiction]] work unique in the execution of its narrative and gameplay elements. While relatively brief and puzzle-light compared to many other [[Interactive Fiction]], it uses that time to give you pieces of a large picture that gradually fills in as the game progresses. And when the pieces finally click together... let's just say that there's a reason for the game placing 1st place in its year's Interactive Fiction competition.
 
In the history of [[Interactive Fiction]], ''Photopia'' marked a [[Genre Turning Point]]; before ''Photopia'', games often used [[Mind Screw]] surrealism or [[High Fantasy]] loosely bound by a huge [[Story Arc]]. After ''Photopia'', plot and puzzles became more important to the feel of a game, and slice-of-life realism overtook surrealism as the most popular environment in [[Interactive Fiction]].
 
Download links for the game are [http://wwwadamcadre.wurb.comac/if/game/255.html here]. Cadre has dropped hints of an in-progress movie adaptation.
 
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* [[Anachronic Order]]: {{spoiler|The sections between the astronaut story are told out of order.}}