
Aisle is a one-turn game. Play a turn, and the game ends.
Restart. Try something else. The game ends again.
This isn't a case where working out just the right single move will win, either. (For that, try Andrew Pontious' brilliant but difficult Rematch.) No, Aisle is partly about exploration -- an astonishing number of commands are implemented, ranging well outside the usual set of interactive fiction commands -- and partly about assembling the story that you're interested in.
Each ending tells another piece of story about an event in your past. Some of the fragments work together. Some conflict with one another.
Whether you find this fascinating or just unsatisfying will probably depend on your personality, your goals, and whether you approach this piece as a gamer or as an explorer. Personally, I fall somewhere in the middle. I enjoy the richness of the interaction, the sense that just about anything I can think of to do with the game world will indeed be accounted for. On the other hand, sometimes I'm frustrated with the story that I get out of the shards.
The process of playing never feels complete, either. There are some accretive-story games that do offer a sense of closure. Le Reprobateur incorporates a set number of events which the player can explore completely. Lots of interactive fiction with multiple endings lets you play until you get to an ending you're happy with.
Aisle is more fragmentary. Instead of a narrative, it offers a few recurring images that take on different meanings under different circumstances. But the process of not-reaching-answers can still be surprising and entertaining.
N.B.: Aisle was built using the Z-machine, an interactive fiction engine originally created by Infocom. To play the game, you need to install a Z-machine interpreter on your machine, and download the game file. We link to Z-machine interpreters for PC, Mac, and Linux above--you can probably find them for other devices, too. An introduction to interactive fiction in general can be found here.
Edited to add: there is also an online version of Aisle, created with the new browser interpreter Parchment. Parchment is still in beta, but it works well enough to do a fine job with this particular game. Enjoy!


















World modelling
I remember reading fantasy gamebooks and, instead of following a single path through the adventure, reading all paths simultaneously just to see what had been considered in the construction of the game world. It's a lot like playing this one-turn game - the only way to learn everything about the story, your surroundings and the character is to take all possible paths.
This game remembers me of another interesting game called "Galatea". In that game you also had to play through several times to "get it", but you were offered more time, not a single turn, so you could interact with Galatea in several meaningful ways.
(Eh, I just learned that the author of the game I just mentioned is actually the author of this article. It feels kinda silly mentioning it now, but I'll keep the comment since the relation between these two games came to my mind while reading the article.)