Le Morte D'Arthur

Chris Crawford, 2023. Play online.

The first thing I noticed about this experience is that it comes wrapped in claims and disclaimers. Crawford calls Le Morte D'Arthur his magnum opus. He describes it as “an interactive storyworld with genuine artistic content.” He also says:

It's not a game. It's not interactive fiction. It's not a puzzle. It's not action-packed. It's not fun. If you're a gamer, you'll hate it and should not play it. If you like interactive fiction, you probably won't like it.

Having played to a satisfactory ending, I respectfully disagree with much of this skeptic-repellent. I am a gamer who enjoys interactive fiction, and I liked it just fine. It definitely is interactive fiction as I know it. It is action-packed, or at least adventure-full. We could quibble about “fun” but it is entertaining by design.

It's also clearly Art, in the sense that it's attempting to convey big ideas about leadership and purpose and meaning. I love work this ambitious. Is it good art? I think it is. Not so much an innovation in form, but a large, well-executed work that mostly realizes its ambition.


If I approach the game on my typical interactive fiction terms, not its own, it's a 9 out of 10 for me. Here's what I look for in interactive stories:


On its own terms - this is *not* a game, it's a new thing and it's Art and it will make you a better person - it might be less successful?

Are the interactions in this story fundamental to the theme? Or do they reinforce it? Are they necessary to get the player to engage with it?

I think we can argue that they do reinforce the theme. Both the player's agency and their lack of agency contribute to the idea that many of our pursuits in life boil down to pointless attempts to defeat death, but living a meaningful story might be the closest we can get to immortality. I think this theme could be explored in other media, but perhaps asking the player to actually make the choices helps them engage with the theme. But what of those players who choose to play Arthur as selfish, cold, vindictive? Is the story effectively guiding these players towards the same theme?

The conversations with Merlin seem like the most direct attempt to get the player to engage with the theme, but these are also the moments when I felt most constrained by the choices the game put in front of me. In the platonic “holodeck” version of this story, I imagine the reader is mostly railroaded through Arthur's adventures, but the Merlin encounters are more open-ended philosophical debates. I almost wished these would break the fourth wall a bit more and get into the player's head - they often question decisions that the player is railroaded into, rather than the player's choices. Not an easy thing to solve, but very much one of the challenges this work is trying to address!

So I'm not sure it breaks as much new ground as it wants to, but independent of any question of structural innovation, it is a towering addition to the field. I want it to get the digital equivalent of a finely-bound collector's edition, and a lot more readers.