robertogreco + worldbuilding 8
GDC 2012: Designing For Friendship - Chris Bell
yesterday by robertogreco
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
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..."
yesterday by robertogreco
Metropolis M » Magazine » 2011 No5 » dOCUMENTA (13) Thinks Ahead
18 days ago by robertogreco
"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
"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…"
18 days ago by robertogreco
Aporia. Writing and lesser things by Mills Baker. Objectivity and Art.
25 days ago by robertogreco
"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
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…"
25 days ago by robertogreco
tevis thompson: Saving Zelda
february 2012 by robertogreco
"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
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."
february 2012 by robertogreco
MAPS OF FICTIONAL WORLDS
february 2012 by robertogreco
“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
—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.]
february 2012 by robertogreco
Gamasutra - Features - Creating A Glitch In the Industry
january 2011 by robertogreco
"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
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."
january 2011 by robertogreco
Profile: Umberto Eco | Books | The Guardian
july 2010 by robertogreco
“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
may 2010 by robertogreco
"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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