《去月球》和《寻找天堂》在独立游戏中是特立独行的存在。尽管缺乏游戏性，更像是“视觉小说”，但它们在玩家群体中却广受好评。为什么会这样呢？我的意思是，为什么《去月球》和《寻找天堂》能在舍弃游戏性的情况下收获如此多的好评？

《去月球》与《寻找天堂》在讲述故事上无疑是成功的。两部作品分享一个共同的设定：有一家叫做Sigmund的公司专门为临终的病人提供“篡改记忆”的服务，以使他们自认为“完成了”未竟的事业或是“度过了”更美满的人生。两位名为Eva和Neil的医生负责提供服务，他们有一个机器可以随意探索病人的记忆，这个设定就使得叙述故事的顺序不受限制。在《去月球》中，两名医生从病人Johnny老年的记忆片段出发，一直溯源至他幼年的记忆片段。《寻找天堂》则使用“螺旋式”的叙述顺序，在老年和幼年的记忆片段之间不断跳跃。而记忆片段的选取与电影的蒙太奇手法颇为相似，删繁就简，详略结合。玩家只需掌握重要时间结点发生的事件，就能脑补出病人完整的人生轨迹。

Two roads diverged in a yellow wood,
And sorry I could not travel both
And be one traveler, long I stood
And looked down one as far as I could
To where it bent in the undergrowth.

Then took the other, as just as fair,
And having perhaps the better claim,
Because it was grassy and wanted wear;
Though as for that the passing there

And both that morning equally lay
In leaves no step had trodden black
Oh, I kept the first for another day!
Yet knowing how way leads on to way,
I doubted if I should even come back.

I shall be telling this with a sigh
Somewhere ages and ages hence:
Two roads diverged in a wood, and I—
I took the one less traveled by,
And that has made all the difference

by Robert Frost

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