publications Page 32 of 63

2008

04-Mar-2008
On Savoir-Faire

Emily Short explains that one of the goals of Savoir-Faire is to teach the player to become a magician. This pedagogical orientation means that - in contrast to interactive fictions that allow only a severely limited range of player input - Short's game rewards undirected play because the player is not only solving puzzles, but also learning.

04-Mar-2008
On Soft Cinema: Mission to Earth

Lev Manovich describes a filmic methodology for the information age: narratives structured on the logic of databases. The delegation of a large part of the editing Mission to Earth to a computer results in a product that is "between narrative and a search engine."

04-Mar-2008
RE: Authoring Magritte: The Brotherhood of Bent Billiard

Talan Memmott describes The Brotherhood of Bent Billiard as "a narrative hack of Magritte's symbolic calculus"; it allows the reader to negotiate a number of clickable Magritte-inspired screens, which provide the reader a forum for thinking through the questions of representation immanent in the painter's work.

04-Mar-2008
The Creation of Floyd the Robot in Planetfall

Steve Meretzky reflects on one of the earliest (1982) NPCs (non-player characters) to evoke an emotional investment from videogame players. Meretzky draws attention to the fact that character development - integral to fiction and film - is not often emphasized in game design.

02-Mar-2008
On Solitaire

Helen Thorington describes Solitaire, a program for generating fiction in the same line as the projects explained by Chris Crawford and D. Fox Harrell elsewhere in this thread.

29-Feb-2008
Pax, Writing, and Change

Stuart Moulthrop argues that Pax answers John Cayley's question, "What would textual instruments look like?" Moulthrop maintains that one plays this electronic text (in the manner of a musical instrument) as much as one reads it.

27-Feb-2008
Fretting the Player Character

Nick Montfort argues that the contentious notion of the "player character" usefully constrains and makes possible the player's interaction with the gameworld. He considers the possibility that in interactive fiction one plays the character (like an actor plays a role) rather than playing the game.

26-Feb-2008
Enlightening Interactive Fiction: Andrew Plotkin's Shade

Jeremy Douglass evaluates Shade within the history of interactive fiction, and considers how light is represented in the code structure of scene descriptions, arguing that "[w]ithout vision there is no agency."

26-Feb-2008
Patterns and Shade

Carl McKinney argues that Jeremy Douglass's analysis of Shade suggests a presence/absence dynamic useful for understanding interactive fiction in general.

25-Feb-2008
On The Archer's Flight

Mark Keavney describes his process in composing a story in which the readers voted on plot points as he was writing, resulting in a truly interactive fiction - a narrative in which, as Keavney puts it, "[n]either the players nor I owned the story completely."

24-Feb-2008
Jeff Tidball Responds to the Second Person Collection as a Whole

Jeff Tidball contends that the Second Person collection makes too much of the narrative vs. play debate, and pays attention to the mechanics of narrative and play over their affective capabilities.

23-Feb-2008
Dungeons, Dragons & Numerals: Jan Van Looy's Riposte to Erik Mona

Jan Van Looy criticizes Erik Mona's history of Dungeons & Dragons as overly descriptive, and Van Looy critiques the game's quantification of the qualitative, i.e., personal characteristics and magic - which were hitherto considered unquantifiable.

22-Feb-2008
The Sands of Time: Crafting a Video Game Story

Jordan Mechner explains how the team developing of Prince of Persia: The Sands of Time incorporated a number of cinematic techniques such as flashback and voice over (which do not usually figure into video games) while also working within the practical restrictions of a commercial production schedule.

22-Feb-2008
Writing Façade: A Case Study in Procedural Authorship

Michael Mateas and Andrew Stern argue that new media practitioners and scholars should be literate in the code that underlies their objects of creation and study. To this end, they explain how they structured the code of their computer-based interactive drama Façade, which capitalizes on the procedural nature of computers to create a forum for participatory drama that negotiates players' local and global agency within the game world.

21-Feb-2008
On The Breakup Conversation

Robert Zubek describes how his program takes advantage of the tropes of breakup conversations. These generic norms allow The Breakup Conversation to assess players' textual entries categorically rather than semantically and thereby convincingly simulates an IM-based interaction.

20-Feb-2008
Deikto: A Language for Interactive Storytelling

Chris Crawford walks through Deikto, an interactive storytelling language that "reduce[s] artistic fundamentals to even smaller fundamentals, those of the computer: addition, subtraction, multiplication, and division."

19-Feb-2008
GRIOT's Tales of Haints and Seraphs: A Computational Narrative Generation System

D. Fox Harrell considers what is computational about composition, and describes the GRIOT system for generating literary texts.

18-Feb-2008
On And Then There Were None

Lee Sheldon describes his playable adaptation of Agatha Christie's And Then There Were None, which relies on his invention of a "suspicion meter" to quantify and track the player's interaction with - and assessments of - NPCs (non-player characters).

31-Jan-2008
Between Acting and Narrating: Editors' Introduction to "Tabletop Systems"

The electronic release of Second Person starts with a number of essays on tabletop role-playing. Most of these consider the entanglement of play and narrative in a variety of game systems, from the highly controlled to the largely open-ended.

27-Jan-2008
Design Decisions and Concepts in Licensed Collectible Card Games

Eric Lang (with Pat Harrigan) explains the advantages writers have in crafting adaptations of literary franchises into collectible card games. Lang maintains that, while attempting to remain true to the original, when turning narratives into games, one must "respect the medium."