infovore + writing + transmedia 2
Kill Screen - My Purple-Haired Made-Up Best Friend, and Why She Had to Die
november 2011 by infovore
"I only got to hang out with Rachael once: in San Francisco, for a week, during the Game Developers Conference...
Here’s how we did it: She shared my eyes and ears, and she wrote her impressions through my laptop and my BlackBerry. When we touched down at SFO, she wrote the first tweet, and she eavesdropped on the game designers that I sat with riding into town on the BART. We were working press—except I was the one sweating the deadlines, and looking for good ideas, while she was just loving it..." Chris Dahlen on writing pixelvixen707
games
transmedia
writing
chrisdahlen
marketing
args
pixelvixen707
Here’s how we did it: She shared my eyes and ears, and she wrote her impressions through my laptop and my BlackBerry. When we touched down at SFO, she wrote the first tweet, and she eavesdropped on the game designers that I sat with riding into town on the BART. We were working press—except I was the one sweating the deadlines, and looking for good ideas, while she was just loving it..." Chris Dahlen on writing pixelvixen707
november 2011 by infovore
Adventures in Time and Space: linearity and variability in interactive narrative | Fiction is a Three-Edged Sword
july 2011 by infovore
"...the insight I had playing Indigo was that map-based games, while non-linear in gameplay, are inflexible in narrative. There’s nothing variable about the story that emerges in the player’s head: it’s authored, split up, and distributed across the game like pennies in a Christmas pudding. All that changes is the pace at which it appears. But in time-based games, everything the player does is story, and so that story is constant flux.
To put this another way:
Map-based games are ludicly non-linear but narratively inflexible.
Time-based games are ludicly linear but narratively flexible.
(Of course, these are spectrums: some games, like Rameses or Photopia are ludicly linear and narratively inflexible, and some, like Mass Effect, at least endeavour to be ludicly non-linear and narratively flexible.)
...
Do readers want to interact, toy and play with fiction, or alter, bend and shape it?" Jon Ingold is smart.
joningold
writing
fiction
interaction
interactivefiction
transmedia
To put this another way:
Map-based games are ludicly non-linear but narratively inflexible.
Time-based games are ludicly linear but narratively flexible.
(Of course, these are spectrums: some games, like Rameses or Photopia are ludicly linear and narratively inflexible, and some, like Mass Effect, at least endeavour to be ludicly non-linear and narratively flexible.)
...
Do readers want to interact, toy and play with fiction, or alter, bend and shape it?" Jon Ingold is smart.
july 2011 by infovore
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