Objectives – The game never poses an objective to the player but through exploration and contact with the sole NPC inhabitant of the island players gain an understanding of their objective. While the overall objective is obscured, the very act of exploring the world will be an objective for some players.
Rules – Players type context sensitive text commands and receive further information on an item or move to another 'room'. While objects that can be interacted with are normally highlighted it is possible to examine other items within the world. Actions can be carried out on the many items and there are a wide variety of verbs that the game will understand when typed within the right context.
Conflict – The main conflict within the game comes from the very nature of the puzzles and the mysteries presented to the players. The conflict comes from finding the solutions or hints to the solutions of these complex puzzles.
Outcome – The outcome of the game and many aspects of it can be altered or changed by the players input. Breaking your leg restricts certain actions, numerous puzzles interact with each other and how the other NPC on the island views you is affected by your actions. In comparison to linear story driven games such as Uncharted 2 this is a vastly different approach, made possible by the choice of a text only interface to the game.
Procedures – The game proceeds by using either nouns or verbs for objects or areas to explore or interact with. During conversation sections the player generally responds to the NPC but may sometimes lead the conversation.
Resources – The only resource within the game is information, to solve the puzzles the player has to explore different areas, the first puzzle requires players to explore and discover the island before they can figure out the solution. There is one item you can pick up but it is just a compass which changes the directions given from object based(Cabin, Forest) to directional based(North, West).
Boundaries – Play is limited to the rooms within the game world. Each room has a set amount of information or items that can be explored before moving on to other areas. You can return to an area later to try find more information if you think you missed something the first time round. A map of the game world is provided in the download.
Blue Lacuna is a difficult game to come to grips with for a player of my generation(SNES onwards) as I've always had the benefit of at least being able to see game worlds and choose what to interact with. Truth be told I came to it with a negative view, seeing interactive fiction as something that isn't really a game, from Blue Lacuna I realised that if you treat it as a game it will return the favour and provide rewarding and often enjoyable experiences. One of the most interesting aspects of this style of game is the branching story and player agency within the world, most objects I could interact with and I never got too frustrated at something that I couldn't interact with in the way I wanted to(Generally in the hopes of breaking the game or exploiting the system). Triple A titles can't manage to compete with a game like this in terms of gameplay outcomes and the repercussions from player actions, the amount of time to program it and to create the art assets required would be insane for the amount of gameplay created. This game leverages the power of your imagination to create vivid and interesting spaces within the game. Overall Blue Lacuna offers something different and very digestible to someone new to the genre and is worthy of its status as a game.
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