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Story and Simulations for Serious Games by Terry Borst, Nick Iuppa

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10

Experience Management

In the previous chapter we talked about the need to give simulation participants a sense that they have the ability to control the progress and outcome of events so that they don’t feel that they are merely being swept along in a stream of experiences that will occur, regardless of what they do. It is also important that the interactions that they do perform are not irrelevant. Shunting action over to some side activity doesn’t do the job either. The film Titanic may be a good example of this principle. In a simulation based on the incidents surrounding the sinking of the Titanic, the actual sinking of the ship is not really the story. It’s the background. Whether or not any individual character escapes alive is their ...

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