Archive for August, 2006
August 30th, 2006

More post-coital thoughts on Avatars of Story… In talking about narratology vs. ludology and whether games can rightly be called narratives, Ryan brings up what she calls the “The ‘Games are simulations, narratives are representations” Argument. She says: “This argument rests on the observation that games, unlike novels and movies, are different every time they […]

August 28th, 2006

A few weeks back, inspired by Julian Dibbell’s new book Play Money, we talked a bit about boundless play. More recently, I’ve been reading Marie-Laure Ryan’s Avatars of Story, complete with some extra wisdom on the topic: “Following Plato, Roger Callois (1961) distinquished two types of games: ludus and paidia. Ludus corresponds to what Jesper […]

August 25th, 2006

It’s been said before, but I’ll say it again: Microsoft Word is a monster. No, I’m not here to complain about our formatting fights, or our lovers’ tiffs over grammar (although, for such a shady bastard, it sure can tell its “that”s from its “which”s), I’m talking about its attack on language itself, on the […]

August 23rd, 2006

On the topic of character interaction and player immersion, something should be said about that kooky phenomenon we Zelda fans are so familiar with: first-person silence. You know what I mean: Other characters talk to you, but you/your avatar/the protagonist never talks back. The setup can get almost comical at times. If nothing else, it […]

August 21st, 2006

I blame my recently extracted wisdom teeth (or, I suppose, lack thereof) for this delayed mention of my interview with area/code head Frank Lantz, “Big Reality”, which went up a week or two back at Gamasutra. Big games, urban space as play space, and some exciting plans for future projects. Plus, check out area/code’s new-ish […]

August 18th, 2006

Dropping cut scenes from narrative-based games is a pretty sexy idea. It makes you feel more integrated into the storyline and more connected with the characters around you. Plus, when it’s done right, it’s just cool. I’m thinking Half Life 2 and details, details, details. But the thing about cut scenes is that they don’t […]

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