Karen is a “life-coaching” app that is actually a story app. Or, as the New York Times would have it, “a software-driven experiential art piece…part story, part game.”
It was released last year, but I just got around to playing it. It’s very good. Some craft-focused thoughts:
- I can’t tell having just played through it once how much the story adapts to the responses you choose. My sense, based in part on what that NYT article describes, is that your choices influence tone: you see different scenes based on what you say, but every combination of scenes adds up to the same basic story. (Again, this is my guess and gut feeling after one time through.)
- It was an interesting decision to enforce breaks in the experience. Karen hangs up, and you can’t call back until some time later. The length of time you have to wait before calling her back varies. Sometimes I found this annoying, but sometimes I found it unsettling in the way I imagine the creators intended: sometimes those gaps were suspenseful.
- Even though it’s fiction, it offers you a “data report” at the end that purports to give you psychological insights based on how you answered questions within the story/game. In doing so, it gives you a peek behind the curtain as to how it tailored itself to you.
- Is this actually “part game”? It feels like all story to me. You can’t win or lose it, at least as far as I can tell. I think if I were trying to achieve as certain outcome it would be a game. But I wasn’t—I was just answering questions honestly and enjoying the ride.
Sounds interesting. I’ll have to try this.