the sims
Moving from the holodeck to the game board, Janet Murray explains why we make dramas of digital simulations.
Pat Harrigan and Noah Wardrip-Fruin introduce First Person, an interactive, multi-player collaboration between ebr and the MIT Press.
Ken Perlin on a game-narrative difference that makes a difference: does agency, rather than identifiction, make characters in a game seem more real than those in novels or films?
The builder of Façade, an "interactive story world," Michael Mateas offers both a poetics and a neo-Aristotelian project (for interactive drama and games).
Pat Harrigan and Noah Wardrip-Fruin introduce Cyberdrama, the first section of First Person.
Animals and invaders populate the space of Janet Murray's counter-response.
The man behind The Sims, Will Wright, places narrative controls back in the hands of gamers.
Insisting on the centrality of character (in literature no less than gaming) Ken Perlin responds to Victoria Vesna and Will Wright.
Illustrating Perlin's "Can There Be a Form between a Game and a Story?"