(M. Mateas, A. Stern. (2005). Façade (1.1) [PC game]. Procedural Arts. Retrieved from: http://www.interactivestory.net/) is one which allows the player to construct their own traditional Three Act Narrative Structure for their play session. The game achieves this by direct interaction being available through typing sentences to communicate with the characters, as well as interacting with various objects through the click of the mouse. Because of these elements, despite players being given same beginnings of being invited to the house of Trip and Grace, the events which occur will differ depending on their actions and choices when speaking to the characters, causing various middles and endings to the set Three Act structure (examples being one of Trip or Grace leaving). Therefore, the player is uncertain with what to expect as a consequence from their actions. Game designers Eric Zimmerman and Katie Salen mentioned: "If a game is certain, if the outcome is known in advance, there is no reason to play in the first place." (Zimmerman, Salen, 2003). Facade's interactivity clearly makes use of this factor because of the multiple scenarios the player can generate. However, the only flaw to this mechanic would be the clear limitations of the AIs within the game. There will be times when Trip and Grace don't take into account what the player says, and an ending is mainly decided on a "yes or no" question by one of the characters.
Resources
M. Mateas, A. Stern. (2005). Façade (1.1) [PC game]. Procedural Arts. Retrieved from: http://www.interactivestory.net/
E. Zimmerman, K. Salen. (Game Designers). (2003). Rules of Play [Book]. United States: MIT Press
