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Aisle

A 1999 text game by Sam Barlow where the player gets one command.

1 source1 tips

Where Aisle comes up1 episode or test

Gcreator of Game Maker's Toolkit testHow Her Story Turns Video Clips into Clues
At a glanceAisle's one-command limit taught Barlow to make Her Story about listening
  1. 1Player tries anythingPasta, dancing, singing
  2. 2Game allows one commandAisle, Barlow's 1999 text game
  3. 3Barlow sees freedom can't be deliveredUnlimited input is impossible to deliver
  4. 4Her Story flips to listeningLess asking questions, more listening to answers

From Sam Barlow on Aisle and Her Story

What was said about Aisle

  • Aisle showed Sam Barlow that unlimited player input cannot be delivered. Aisle, Barlow's 1999 text game, let players try anything, such as pasta, dancing or singing, but allowed only one command. It taught him that unlimited freedom to say anything is impossible to deliver.

    Barlow applied this to Her Story, shifting it from asking questions to listening to answers. He contrasted it with LA Noire, where Cole Phelps has a handful of questions and three responses. In his words, the game should be "less about asking the questions, and more about listening to the answers."

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