# Claude ![rw-book-cover](https://readwise-assets.s3.amazonaws.com/media/uploaded_book_covers/profile_1188016/claude_ogimage_RSYtzE6.png) ## Metadata - Author: [[claude.ai]] - Full Title: Claude - Category: #articles - Summary: insert summary - My notes: - Summary: The text discusses the interaction between gameplay and fiction in video games like New Super Mario Bros, Detroit: Become Human, and Dishonored. Different games offer varying levels of interaction that shape the narrative and player experience. Understanding these interactions can help differentiate between games like "New Super Mario Bros" where gameplay and fiction are separate, and "Hades" where gameplay drives the narrative. - URL: https://claude.ai/chat/2901a6c4-b59e-4638-8f27-dd0c5cf0c8d1 ## LLM Chats ## NotebookLM ## LLM Audio ## Highlights > The question that my investigation starts from is the following: is there only one mode of interaction between gameplay and fiction in a video game? If there should be more than one, on what basis could they be distinguished? Could these different forms of interaction be formalized? ([View Highlight](https://read.readwise.io/read/01hzehvnz32qsp4051h53r3vbd)) > The narration proceeds through cutscenes, during which the player momentarily becomes a spectator, being denied any possibility of action. It is interesting to note that the player never saves the princess. In this sense, his digital actions are not performative. At most, one could say that the user puts Mario in such conditions that he can autonomously save the princess, during the aforementioned cutscenes. ([View Highlight](https://read.readwise.io/read/01hzehwkza2pywd6m9m6tvvf39)) > Further considerations will be provided after the description of the next game foreseen in the review: Dishonored. ([View Highlight](https://read.readwise.io/read/01hzej0t705xqxaezeb37pqzsk))