“Where is the text in chess?” asks Espen Aarseth. Rules, play, and semiosis are the (un)common ground between games and stories in “interactive narrativism” and the art of simulation.
The builder of Façade, an “interactive story world,” Michael Mateas offers both a poetics and a neo-Aristotelian project (for interactive drama and games).
Celia Pearce hits SAVE and preserves most of Jesper Juul’s essay. But then “non-computer contexts” hit the screen.
Pat Harrigan and Noah Wardrip-Fruin introduce Cyberdrama, the first section of First Person.