robertogreco + zelda   2

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
Sci-Fi Hi-Fi • Hecate had just sat down and was about to start...
"…experienced “Sleep No More,” a sprawling interactive theatrical production…in a renovated former warehouse…it was one of the most amazing “designed” experiences I’ve ever had. The entire place is essentially a giant interactive set featuring a cabaret, hotel lobby, a graveyard, a mental hospital, a hedge maze, a detective agency, and numerous other locations you’re allowed to move around freely—following the action (loosely based on “Macbeth”) if you like, or simply exploring. There are secret passages, doors that are locked & unlocked throughout the performance, & dark areas that take a fair amount of courage to explore at first. I found I was exercising parts of my brain I hadn’t used since building a mental map of “Legend of Zelda” dungeons. As the story illustrates, there’s always a possibility you, as an observer, will be pulled into the play’s action, which keeps you constantly a bit on edge. It’s very hard not to get swept up by it all…the immersion is near total"
buzzandersen  sleepnomore  performance  experience  experiencedesign  immersive  theater  nyc  classideas  zelda  legendofzelda  space  place  2011  emursive  punchdrunk  from delicious
july 2011 by robertogreco

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