*cackle* Are you dissatisfied with the result after playing this game? See the conclusion of this game.
How did you like the experiment? It made you think, didn’t it? I always like the simplicity in which the author can explain concepts if he wanted. Sometimes he goes to long lengths to prove a point and in others he only needs to take it easy and let you think of the rest.
In Higurashi was the first time I saw an interactive option such as having to “pick” one route to get something. There is no actual danger to it, but what if there was and you would’ve learned that in one box there’s death and in the other isn’t. What if in one there’s war and in the other is peace. what if one “decision” could throw the whole world into chaos? Then would you have made the same decision? Struggle over it or not?
What would I get if I had chosen the other box, huh? Would you have ask to “go back and redo things”. That’s what any person would think. Ryukishi has already considered how a person normally would react and this information and basically tells you exactly what you were thinking. What is even more interesting is how predictable our actions can be. After being done with the 1st box you picked the other one, didn’t you? I’m sure you would’ve proceed to pick the other one to see what was inside even without anyone telling you, right? Was it your own curiosity or a simply a pattern?
Maybe one day Umineko will incorporate a more interactive section in its game. Imagine if one could forge his or her own path (separate from the story) based on your choices. Bad end? Good End? Mindscrew end? Controversial end?
However, Umineko mystery is too amusing even without these games. Well, at least you got a “thrill” out of it to make a decision for today while killing time, didn’t you? Nevertheless, keep in mind that there aren’t always sweets in boxes, okay?