
The Chinese Room is unusual in that a writer and a composer head up the company. "You just use the right tools for the job. "We care about flow and immersion but the apparatus required to deliver that experience whether it's story or a traditional mechanic is immaterial," she adds. Why is difference such an enormously threatening concept?"Ĭurry would like the audience to determine if Amnesia: A Machine For Pigs is a success or failure on its own merits, not the fact that it might not be as much of a game as other titles out there. The increasing breadth and diversity in games - a medium that ranges from Tetris to Gone Home - is wonderful. Why do we feel the need to classify and name and label before we can enjoy something? Do I need to know whether or not Bach sits in the classical canon before I can appreciate his incredible music? For me, the key is whether it's an engaging experience (or not). "This question rests on the idea that games are purely driven by mechanics and goals, and this seems laughably outdated as a concept. So when Amnesia: A Machine For Pigs was released we were really surprised to still be facing the question (and sometimes naked hostility) as to whether we are aiming to create interactive fiction rather than games." "Move forward two years and a great deal has changed on the gaming scene. "This question felt valid after we made Dear Esther, as the game (unintentionally) brought something new to the table and as a result raised some interesting debates," says Curry. In a written feature on Edge, The Chinese Room director and composer Jessica Curry wonders why Amnesia: A Machine for Pigs being different is such a problem.

One review over at The Verge says A Machine for Pigs "feels like it's stuck between being a thing you experience and a thing you play," a sentiment that appears in a number of other reviews. The Amnesia sequel by developer The Chinese Room has a strong narrative, but gives the player less to do than the average game.

The recently-released Amnesia: A Machine for Pigs has confused the industry because people can't tell if it's meant to be a game or interactive fiction.
