Archive for the 'games' Category



TextQuake as Breakdown

Yet another variation on the TextQuake concept.

untitled game by jodi (2002) is an artistic exxperiment with Quake 1 source code and text output. It has the following category entry from the Selectparks Archive:
12 quake 1 mods. untitled-game mutates the semiotics of navigational perception, abstracting original game ontology. controls for mobility, enemy identification, narrative cognition, reward […]

The Ludologist recently hosted an approving discussion of Greg Costikyan’s complaint on the lack on an indie aesthetic in gaming. My reaction to Costikyan’s Escapist article was a little different, although it focused on the same quote:
in gaming, we have no indie aesthetic, no group of people (of any size at least) who […]

Are Fantasy Sports a type of Interactive Storytelling? The answer may be stranger than you think.

One of the clearest hallmarks of contemporary interactive fiction design is a focus on experimental point of view. Often, the exquisitely unique mental situation of the protagonist (rather than a series of external conflicts) is the main subject of these works of IF.
I’m thinking here of the crumbling denial of Andrew Plotkin’s Shade or the […]

Ideal and Implied Gamers

Corvus Elrod recently discussed the role of the gamer, and proposed the idea of an Ideal Gamer, a conceptual person who replaces “genre” as the guiding light of the innovative game designer. Elrod is currently tracking down Umberto Eco’s The Role of the Reader and meditating on the importance of player expectation to the […]