Based on, admittedly little, of what I have read so far concerning AI perspectives of interactive storytelling and interactive drama as it relates to games, many researchers follow the Hero’s Journey, the Three Act Structure, and the rising action/climax/denouement forms of story. They often divide this structure into a series of beats to program out [...]
Archive for February, 2008
On Interactive Drama
Posted in Indigenous, Readings on February 19, 2008 | Leave a Comment »
Touching on Methods
Posted in Indigenous, Readings on February 10, 2008 | Leave a Comment »
In my own research, I am designing Indigenous games and exploring the process and results of these designs. Game mechanics are emphasized, posing: What mechanics would be unique to an Indigenous game design? The motivating question for me is: how can video games be used for Indigenous sovereignty?
Brenda Laurel’s compilation in Design Methods gives several [...]
Prince of Persia: The Sands of Time
Posted in Play Critique on February 4, 2008 | Leave a Comment »
Something to keep in mind about the Prince of Persia series overall is the transition of game space from one perspective to another. The series started out as a 2D platformer, which started to change when Prince of Persia 3D came out. At the time, the selling feature was having a game in 3D. Wooooow! [...]
Thief: Deadly Shadows
Posted in Play Critique, Readings on February 4, 2008 | Leave a Comment »
Now, I can’t remember which game it was, but I remember a presentation years ago that described the revolutionary change in level design brought about by being able to place groups of pre-rendered trees. No longer did each tree have to be created on the spot. Wow, what a far way things have come, and [...]