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2. What is interesting about how the passages in “Trip to the Zoo” are organized is that it felt eerily similar to how choices are presented to us in real life. There is no real system to it. They are not evenly spaced evenly weighted, they seem to come at you randomly, and some will be more important than others. For example, one choice at the start of the game was whether or not to get a burrito on your way to the zoo. For all I knew when making this choice, choosing the burrito could have led to a car crash that made me never arrive at the zoo, or another radical story changing experience. As it turns out, I simply ate a burrito and continued on to the zoo. This choice was not particularly important, but players have no way of determining what choices are the most important when playing. This makes it difficult to guess where many of the choices will take you. The only choices where I was confident about what would happen were the exhibit options. I imagined that selecting monkeys would take me to their exhibit. Other than that, I knew very little ahead of time. The organization allows you to return to the main area after each exhibit so that you can visit all of the exhibits, and no choice is going to exclude a player from any of the experiences in the game. I imagine the shape of the story as a sort of windmill, where you start at the base, the center of the zoo is the middle and the exhibits are at the end of the propellers.