Far Cry 2's slow burn | Procedural Dialogue
november 2008 by infovore
"Far Cry 2 doesn’t so much attempt to define a memorable experience and effectively communicate it to the player as it does to define a set of rules and an environment in which memorable experiences are likely to happen, letting the player loose in that world." One of my favourite pieces of writing on FC2, if only because it captures the nature of the game so well.
farcry2
criticism
games
emergent
openworld
november 2008 by infovore
Leapfroglog - Embodied interaction and improvised information displays
august 2008 by infovore
"It was not a designer that decided what the meaning of the different colours of the magnets were. It was a group of users who coupled meaning to the components they had available to them." Kars convincing me I really need to read Where The Action Is.
design
pauldourish
interaction
emergent
whiteboard
august 2008 by infovore
Helping users retell experiences (Leapfroglog)
october 2007 by infovore
"...supporting the retelling of experiences is important. After all if you’re offering a cool product or service, you want others to know about it. A passionate user is probably your best advocate." More great stuff from Kars.
design
ia
interaction
emergent
storytelling
story
play
october 2007 by infovore
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