A game is defined as a form of play or sport, usually competitive and following some set of rules, the outcome of which is decided by skill, luck or strength. So when approaching these text based games we can see that, although they do not seem like games to us in the traditional sense, they do follow rules and they are based on luck. The significance of these games, however, is not flashy graphics or cool maps, but instead the lessons taught through the games. Many story-driven board games are still winning oriented, with the learning taking the back burner in the form of critical thinking. But with these games made through Twine, the thinking IS the game, and the game is the rules. You can think of it as an interactive instruction manual that leads you toward to goal of learning a new perspective.
It is especially interesting to learn about how much the female population has not only accepted playing video games, but also started to create them. This shift, has surely cause the change in video games. I think different types of games have their respective places in society. I spent some time with Player 2 by Lydia Neon, and immediately saw how it could be useful to people on a daily basis. It is a logical, well thought out system of assessing a situation, and giving advice on what the first player (and only real player) should do in their real life. These text based games, although not really “fun”, can help make education more interactive, or give people a varying point of view on the world they live in.