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

In order to maintain a person’s Flow experience, the activity needs to reach a balance
between the challenges of the activity and the abilities of the participant. Fortunately, human beings have
tolerance, there is a fuzzy safe zone where the activity is not too challenging or too boring,
and psychic entropies like anxiety and boredom would not occur.
— Mihaly Csikszentmihalyi, Flow: the Psychology of Optimal Experience

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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

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