In the not so distant future, when civilization is on the brink of self-destruction, only the bizarre scientific project of Dr. Virgil can save humanity. Virgil's discovery is that all minds leave ripples in the fabric of the Universe, patterns that can be detected and made contact with through specialized equipment. You will travel through the minds of four dead people on a journey to the dawn of civilization. Your goal is to find the Cave Master, who invented things like fire, art, and other foundations of civilized society, and bring back the Wheel of Wisdom.
Absurdly ambitious, Mindwheel fully suceeds as a literary work and fails miserably as a game. Pinsky's writing is evocative and memorable, and matches well the very intense surreal atmosphere - but he said he had difficulty conceptualizing the idea of "puzzles", which are forced into the story, and consist almost exclusively of riddles or completing words in a poem. Such words are even disclosed by the game, if you ask (in the right places), so it's not really compelling the player to *play*. The reader is supposed to just follow the story and unfold it through interaction. A brave attempt to push boundaries, but boundaries break if they are pushed too far.
Absurdly ambitious, Mindwheel fully suceeds as a literary work and fails miserably as a game. Pinsky's writing is evocative and memorable, and matches well the very intense surreal atmosphere - but he said he had difficulty conceptualizing the idea of "puzzles", which are forced into the story, and consist almost exclusively of riddles or completing words in a poem. Such words are even disclosed by the game, if you ask (in the right places), so it's not really compelling the player to *play*. The reader is supposed to just follow the story and unfold it through interaction. A brave attempt to push boundaries, but boundaries break if they are pushed too far.
Correction for the solution: the fifth word necessary to complete the Fear Sonnet is "depriving", not "diverting".