interactive
Steve Tomasula in Conversation with Jhave. Recorded at the Banff Centre, Alberta, Canada. 2012-02-21.
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.
Jane McGonigal argues that pervasive games - which involve electronic and 'real world' missions - reverse the traditional conception of the power dynamics of gaming, which has understood gamers as free agents. In contrast, according to McGonigal, designers of pervasive games exercise power over players, though their control is ultimately compromised by players' interpretive agency.
Simon Penny recalls that the origins of the human-computer interface, politicized by a military heritage, are now explored by artist-enigineers who chaperone fragmentation and dissent.