infovore + emergent   4

Far Cry 2's slow burn | Procedural Dialogue
"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
星探 [hoshi saga] (nekogames)
How had I never seen this before? Beautiful little puzzle game: find the star in the level. Each level has a different mechanic. Each makes me smile.
games  puzzle  flash  online  web  play  emergent  mechanics  beautiful 
august 2008 by infovore
Leapfroglog - Embodied interaction and improvised information displays
"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)
"...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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