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Storytelling Games as a Creative Medium

[…]to do that because my books tend to be based on situation rather than story. . . . I want to put a group of characters (perhaps a pair; perhaps even just one) in some of predicament and then watch them try to work themselves free. My job isn’t to help them work their way free, or manipulate them to safety – those are jobs which require the noisy jackhammer of plot. (160-61) King is a lone writer, with total control over the outcome of his story. Many Storytellers fancy themselves to be a kind of “performance novelist,” acting out […]

One Story, Many Media

[…](Imps, Mancubi, Pinky Demons, etc.) Marines Mars base Moving through corridors Opening doors Color-Coded keycards Triggered events Different levels With these lists, I was able to focus in on the things that board games were good and bad at, and the things I needed to retain the Doom “identity.” Obviously the board game wasn’t going to be able to rely on any sort of animated graphics or sound. Additionally, there was no way to capture the freewheeling adrenaline blast of the computer game – board games simply played too slowly for that. However, board games had their strengths. They were […]

Dungeons, Dragons & Numerals: Jan Van Looy’s Riposte to Erik Mona

[…]but nonetheless, as the player solves subplot after subplot, he always has the feeling that he is working toward it by increasing his character’s skills. Hence, in a role-playing game, an obstacle is never just an obstacle, but also an opportunity to reach a higher level or find a magical sword which will later serve to finish the ultimate quest. Turnau (2004) notes that the growth idea is also present in Tolkien’s work, especially in Lord of the Rings which he describes as a “sort of cross between Arthurian legend and the Bildungsroman.” However, he notes a profound difference between […]
Read more » Dungeons, Dragons & Numerals: Jan Van Looy’s Riposte to Erik Mona

On And Then There Were None

[…]life is a worthy one, in my opinion. I’ve presented here only one example of story and gameplay working together, instead of being segregated. Gameplay and story need not be at odds with one another. And story need not be confined to the ghetto of cinematics. Reference And Then There Were None. Awe Games. […]

Editors’ Introduction to “Computational Fictions”

[…]to operate incorrectly. There are limits to what this proceduralism can accomplish. A competent group of Dungeons & Dragons players can simulate any eventuality and deal with any action or communication attempted by the players, while even the best computer RPG can barely prevent the dialogue of computer-controlled characters from becoming painfully repetitious. Any action too far outside those already imagined by a computer game’s design team is usually either met with an uninteresting response or is simply impossible to carry out. But this is only to say that given our current state of technological advancement, there are things that […]
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Jeff Tidball Responds to the Second Person Collection as a Whole

[…]However, I think it’s very likely that story-game designers will eventually discover that it’s critical for the former (emotional investment in character and story) to be different and separate from the latter (investment in winning). If they are not discrete, one or the other – probably the story – becomes the redheaded stepchild. That is to say, we will be exactly where we are today, with story-games whose narratives consist of nothing more than accounts of connected events. Perhaps the most interesting tension that could arise in a story-game would be a tension between a player’s ego-based interest in winning […]
Read more » Jeff Tidball Responds to the Second Person Collection as a Whole

Patterns and Shade

[…]level, the materiality of the keys is not what you want either – you need the information encoded in them, the patterns that allow them to mesh with the patterns encoded in the lock of your car, your office, and your apartment door. The keys are the material substrate for the articulation of information within patterns of presence and absence (the notches and grooves cut in the keys); but also, their absence is an event articulated within a pattern that forms the superstructural information of their presence. You may assume that their loss has not been articulated by randomness, and […]

On Savoir-Faire

[…]has stopped, and other bits of routine maintenance; it finishes with diagrams of a clock’s inner workings that are almost embarrassingly intimate and far too complex for you to follow. >reverse link lavori to repair Bending your will and all your attention, you manage to make a reverse-link between The Lavori d’Aracne and Clock Repair, feeling their properties begin to merge together. >read repair The book now turns out to be all about how to construct different types of time-keeping device and false clock using nothing more than household objects and the power of the Lavori. How often this is […]

Error, Interface, and the Myth of Immersion

[…]a love affair turned bad, like Emma Bovary or Anna Karenina.” Comparing media forms is a natural critical impulse in an increasingly transmedia world. Ryan rightly notes that certain types of plot better lend themselves to various modes of narration, and that the failure in Murray’s original example is really the failure of immersion. The myth of the Holodeck exists in part because the Holodeck is presented as a non-mediated environment, a truly immersive world, lacking interfaces of control Outside an invisible oral/aural call and response to the computer at the borders of the narrative.: truly in all respects the […]

Pax and the Literary in the Digital Age

[…]resists this traditional reading of literature, for even if one were to crack open the internal working of Pax and independently read the database of textual pieces Moulthrop has coded, such an action would in no way approach the event of reading his work – not only would it eliminate the chronological borders and flow of the work, but, as per Moulthrop’s description, Pax relies upon a random value generator, and so could not be ultimately ordered (153). Thus he has ensured that Pax only exists as a literary event, a textual instrument being played in a literary way, rather […]