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experiences. Games pull players into a given situation and force them to solve puzzles, rather than letting them witness their resolution from the sidelines. No other media allows for such personal involvement. And it's that interactivity that should make games ideally suited for emotionally authentic love stories, ones that "speak" to the player personally.
And while it will take a little more experimentation and evolution to find the Holy Grail that perfectly balances story, visuals and interactivity, we'll easily know when we've gotten there, according to Gaider. "If you can get players to feel emotional about how a character is reacting to them, you've stepped beyond the area where a book can go," he says. "At that level, there's potential that we've only begun to tap."
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