Posts Tagged ‘MUD’

Interactive Narrative Part 2: The Artist and The User

This post is a continuation from the previous post, titled Story and Control.
Games, through the use of cut-scenes, dialogue, and musical scores, can still be very emotionally and intellectually compelling, such as the Metal Gear Solid series.  This requires a very skilled storyteller.  Yet the player is still, in general, being completely guided by the artist.
Now if we look back at film (and perhaps games, too), we notice that sometimes movies can have one or more “alternate endings” (some great examples of this are the Bioshock and Silent Hill game series, as well as the films Ice Harvest and Ronin).  This …

Project Holodeck

Quotes

Not enough food, not enough love, not enough justice, and never enough time. Time, as Heidegger observed, is the basic category of existence. We live in its ever-shrinking shadow, and if we are to achieve anything in our brief being that lets us die without feeling we’ve wasted our time, we will have to go into heady conflict with the forces of scarcity that deny our desires. — Robert McKee, Story: Style, Structure, Substance, and the Principles of Screenwriting

Good Reads

IMD Flickr Feed

Other Worlds - USC IMD MFA Thesis Show 2012Other Worlds - USC IMD MFA Thesis Show 2012Other Worlds - USC IMD MFA Thesis Show 2012Other Worlds - USC IMD MFA Thesis Show 2012Other Worlds - USC IMD MFA Thesis Show 2012Other Worlds - USC IMD MFA Thesis Show 2012Other Worlds - USC IMD MFA Thesis Show 2012Other Worlds - USC IMD MFA Thesis Show 2012Other Worlds - USC IMD MFA Thesis Show 2012Other Worlds - USC IMD MFA Thesis Show 2012Other Worlds - USC IMD MFA Thesis Show 2012Other Worlds - USC IMD MFA Thesis Show 2012

Enter your email address to subscribe to this blog and receive notifications of new posts by email.