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j Query v1.11.1 | (c) 2005, 2014 j Query Foundation, Inc. :input|select|textarea|button)$/i, Z = /^h\d$/i, $ = /^[^{] \(a); = s, = s.selectors, m.expr[":"] = pseudos, m.unique = s.unique Sort, = Text, XMLDoc = XML, m.contains = s.contains; var t = match.needs Context, u = /^]*|#([\w-]*))$/, A = init = function (a, b) ; A.prototype = m.fn, x = m(y); var B = /^(? : Until|All))/, C = ; m.extend(), extend(); function D(a, b) m.each(, function (a, b) ); var E = /\S /g, F = ; function G(a) m. \d |)/.source, T = ["Top", "Right", "Bottom", "Left"], U = function (a, b) , V = m.access = function (a, b, c, d, e, f, g) , W = /^(? )" M "*\]", "g"), V = new Reg Exp(Q), W = new Reg Exp("^" O "$"), X = , Y = /^(? Façade, created by Andrew Stern and Michael Mateas in 2005, took the independent games scene by storm with its unique gameplay based on interactive drama.Players find themselves entangled in the high-conflict dissolution of the marriage between Grace and Trip — the game’s protagonists.In particular, the ABL supports and encourages concurrent behaviors, and provides mechanisms for synchronizing multiple actors.An important feature of ABL is the ability to execute behaviors and goals in parallel.Instead, in Façade, the story progression changes in response to many small actions performed by the player throughout the experience.” In many cases, the players may well follow a path anticipated by the designer, but it’s entirely their choice.

The main reason is to give the player a sense of freedom [1]: “We believe that when a player is faced with obvious choice points consisting of a small number of choices, it detracts from the sense of agency; the player feels railroaded into doing what the designer has dictated.:\|\[[\w\W]*\])$/, N = /([A-Z])/g; function O(a, b, c) function P(a) function Q(a, b, d, e) function R(a, b, c) m.extend(), extend(), m.extend(), extend(); var S = /[ -]? )|)$/; function ab() function bb() function cb() m.event = , m.remove Event = y.remove Event Listener ? In Façade, this is achieved by using story beats, which represent nuggets of story information delivered by the protagonists.“A Façade beat is comprised of anywhere from 10 to 100 joint dialog behaviors (JDBs).

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This technical review takes its cue from the many publications of Michael and Andrew, available from the game’s website at Interactive (see the references at the bottom of the page).