robertogreco + worldbuilding   8

GDC 2012: Designing For Friendship - Chris Bell
And then there’s the relationship between us, the communication barrier that separates us, and the empathy that allows us to understand each other in spite of that.…

Both games I’ve helped design, "Journey" and "WAY", attempt to herd two strangers toward friendship. And both do it in similar and different ways.

But how do we do that? How do we design so friendship will emerge? And what is friendship really?…

What I’m interested in, is that spontaneous bond between strangers. I want to focus on online multiplayer that emphasizes shared goals, freedom of choice, anonymity, vulnerability, and communication.…

What were the seeds of my connections?…investment & responsibility…high stakes & real consequences…empathy…vulnerability…free choice…teaching…communication…

If the world isn’t valuing what we consider significant, we have the responsibility to create worlds that do.…

It’s what you choose to make that reveals who you are..."
worldbuilding  vulnerability  consequences  responsibility  investment  cv  tcsnmy  unschooling  freechoice  communication  empathy  japan  gamedesign  society  humanity  humanism  learning  teaching  2012  play  videogames  journey  gaming  games  design  via:kissane  chrisbell  from delicious
yesterday by robertogreco
Metropolis M » Magazine » 2011 No5 » dOCUMENTA (13) Thinks Ahead
"A collection of notes is a curious archive of attempts. Attempts to understand the language we use, the logic we trace, and the images we generate to understand life today. Carolyn Christov-Bakargiev, the artistic director of dOCUMENTA (13), would say that these notebooks are “worlding” exercises, weaving and stringing together different potentials.’"

"we are really interested in exploring artistic research. Artists, like scientists, are pioneers when it comes to creating new forms of connectivity between worlds that seem to have nothing in common with each other. They embark on the endless study of everything that contributes to different formulations of what we call reality. Taking artistic research seriously means accepting disorganisation within the relationship between disciplines that deal with contemporary art. The rise of cultural studies, critical theory, and the many variations of post-Marxist understanding of the relationship between art and economics is the fruit of…"
sketchbooks  worldbuilding  worlding  sensemaking  meaningmaking  meaning  cv  howwethink  howwecreate  howwelearn  howwework  research  art  multidisciplinary  crossdisciplinary  crosspollination  interdisciplinary  interdisciplinarity  artisticresearch  connections  potentials  sketching  drawing  language  logic  deschooling  unschooling  glvo  notebooks  2012  carolynchristov-bakargiev  chusmartinez  documenta(13)  documenta  understanding  notetaking  notes  learning  from delicious
18 days ago by robertogreco
Aporia. Writing and lesser things by Mills Baker. Objectivity and Art.
"This process is progressive: science gets better and better, even though it is purely the creation of “subjective” human conjecture —imagination— tested against reality for utility…

All of which is to say: artists are natural technologists. Historically, they’ve pursued the newest and best techniques, materials, and forms. When the methodology for achieving perspective became clear, few resisted it on the basis of a calcified iconographic style considered to be “high art,” or if some did they’ve been suitably forgotten. And had new inks, better canvases, or some unimaginable invention given superior means to the impressionists to capture washes of light and mood —like, say, film— they’d have used whatever was available. The purpose of painting isn’t paint, after all; nor is the purpose of writing a book…

Perhaps we are transitioning from artists-as-depictors and artists-as-catalyzers to artists-as-world-makers…"
théodoregéricault  alberteinstein  daviddeutsch  isaacnewton  designasart  meaningmaking  meaning  universality  hildegardofbingen  michelangelo  abbotsuger  erwinschrödinger  qualia  cilewis  temporality  virtualization  control  reality  chauvetcave  epistemology  knowledge  misconceptions  objectivity  karlpopper  philosophy  experience  huamns  human  humanexperience  progress  catalysis  making  writing  2012  worldcreating  worldbuilding  worldmaking  highart  technology  design  humans  subjectivity  glvo  perception  color  science  millsbaker  from delicious
25 days ago by robertogreco
tevis thompson: Saving Zelda
"A world is more than a space, more than a place; it is something to inhabit & be inhabited by. What you infuse a space w/ to make it habitable, to make it memorable (since memory is profoundly spatial), gives the place its character, its soul…

Zelda would be better if it had no story…no plot to structure the adventure…first Zs barely had any plot…were better for it. With plot, sequence matters too much…early Zs had situations, worlds & scenarios that framed action, gaps to be filled in by player, sequences to be broken. Optimal paths & shortcuts weren’t a given; they had to be earned. Items were the most prominent plot devices, & even they were not unduly strict about order. You could be slow & steady or blast straight through with a little know-how…basic rules of the gameworld were what bound you, not some artificial necessity imposed for the sake of plot."

…a world is not for you. A world needs a substance, independence, sense that it doesn’t just disappear when you turn around."
2012  space  play  openendedness  open-ended  autonomy  exploration  memory  spatialmemory  worlds  worldbuilding  nintendo  videogames  gaming  zelda  games  gamecriticism  gamedesign  via:tealtan  tevisthompson 
february 2012 by robertogreco
MAPS OF FICTIONAL WORLDS
“When I first decided I wanted to be a writer, when I was 10, 11 years old, the books that I loved…came with maps and glossaries and timelines—books like Lord Of The Rings, Dune, The Chronicles Of Narnia. I imagined that’s what being a writer was: You invented a world, and you did it in a very detailed way, and you told stories that were set in that world.”
—Michael Chabon…

My undergrad thesis argued that world-building wasn’t just for fantasy & sci-fi writers—every tale has a setting, every tale creates a world in the reader’s mind—& it explored ways that drawing that world (visual thinking!) can lead to better fiction.

Some of my favorite “lit’ry” books are accompanied by maps.

[examples]

Some writers use previously-made maps to help create their fiction: Melville used whaling charts, Joyce used Ordnance surveys of Dublin, & Pynchon used aerial maps.

Poking around the ‘net I found maps for Faulkner’s books, Treasure Island, and of course, Tolkien…"

[See also the comments.]
fictionalmaps  fictionalworlds  books  literature  literarymaps  storytelling  reference  graphics  writing  michaelchabon  2008  visualthinking  worldbuilding  cartography  mapping  visualization  fiction  maps  from delicious
february 2012 by robertogreco
Gamasutra - Features - Creating A Glitch In the Industry
"Q: This is like the unholy marriage of Animal Crossing & EVE Online.

SB: …That's actually a very good way [of describing it.] LittleBigPlanet is obviously an inspiration…in the aesthetics. I wish that we had a PS3 underneath this & that we're a lot better on 3D. But EVE, MOOs, & Animal Crossing have a cult following [here]

…I've never played EVE before…never got into it because it just seemed too hard to me. It's my favorite game to read about.

Q: Most games are boring to play & boring to read about. I'm not sure if EVE's boring to play; it's just an investment I don't want to make. But it's fascinating to read about.

SB: I've always imagined that while the fights can be exciting & it can be cool…to have victory in one of the fights, it's not really what it's about. I mean, people are playing the game to create the world. They're part of the corporations because they're buying into the agenda, even if it's roleplaying, against some other agenda. That's where the fun is."
stewartbutterfield  glitch  tinyspeck  games  eveonline  gaming  reading  cv  worldbuilding  2010  interviews  animalcrossing  littlebigplanet  gamedev  gamedesign  homoludens  play  facebookconnect  facebook  zynga  mmo  flickr  gne  wow  simcity  sims  everquest  muds  mushes  metaplace  secondlife  social  experience  thesims  from delicious
january 2011 by robertogreco
Profile: Umberto Eco | Books | The Guardian
“He teaches 3 days a week, “for pleasure not money”...enjoys company of young people...he’s an old adolescent...
via:cburell  umbertoeco  interviews  writing  religion  problemsolving  academia  youth  howwework  teaching  ethics  morality  life  death  2002  belief  elitism  post-structuralism  politics  worldbuilding 
july 2010 by robertogreco
Confessions of an Aca/Fan: Archives: He-Man and the Masters of Transmedia
"When I speak to the 20 and 30 some­things who are lead­ing the charge for trans­me­dia sto­ry­telling, many of them have sto­ries of child­hood spent immersed in Dun­geons and Drag­ons or Star Wars, play­ing with action fig­ures or other fran­chise related toys, and my own sus­pi­cion has always been that such expe­ri­ences shaped how they thought about stories.
henryjenkins  thatsme  cv  storytelling  worldbuilding  media  transmedia  dungeonsanddragons  starwars  he-man  childhood  toys  play  characters  fantasy  imagination  remixing 
may 2010 by robertogreco

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