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1st place, 1998 comp
Play This Thing
Photopia made me cry.
That's not something I say often. I don't think any other work of art has ever affected me to the extent that Photopia has.
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>VERBOSE -- Paul O'Brian's Interactive Fiction Page
The colors, like everything else in Photopia, worked beautifully, adding artfully to the overall impact of the story. The work is interactive in other important ways as well. In fact, in many aspects Photopia is a metanarrative about the medium of interactive fiction itself. Again, it wasn't until the end of the story that I understood why it had to be told as interactive fiction. And again, to explain the reason would be too much of a spoiler. I have so much more I want to talk about with Photopia, but I can't talk about it until you've played it. Go and play it, and then we'll talk. I promise, you'll understand why everyone has been so impatient. You'll understand why I loved it, and why I think it's one of the best pieces of interactive fiction ever to be submitted to the competition.
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Necessary Games
Photopia: Not a Mediocre Short Story
Does Photopia deserve to be so hallowed as it is? Quantitatively, that question may be hard to tackle. In my mind, though, the game does, without a doubt, deserve to be hallowed to some degree. It is historically important both as a work of interactive fiction and as a game, for its numerous technical innovations, and for its minimalist interactive component that makes it such a great example of a �limiting case game.� Whether Photopia succeeds on the affective level is open for debate, but my opinion and your opinion notwithstanding, the fact that it clearly does succeed with so many people is a strong testament to Adam Cadre�s ability to innovate and impact all in the same breath.
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