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Odaminodaa | Let’s play.

Let's play.

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Odaminodaa | Let’s play. | bethadillon.wordpress.com Reviews
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Odaminodaa | Let’s play. | bethadillon.wordpress.com Reviews

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January | 2008 | Odaminodaa

https://bethadillon.wordpress.com/2008/01

Archive for January, 2008. On January 30, 2008 1 Comment. The cake is a lie. This reminds me of the use of (All statements within this frame are untrue. I love you. I hate you.) in Bateson’s A Theory of Play and Fantasy. The cake is not a lie! You never actually get the cake Was the cake for you? Is the cake a lie? When I was a little kid, my dad came home with something hidden under his jacket for my younger brother and I a puppy! Read Full Post ». On January 30, 2008 Leave a Comment. So here we go, ban...

2

On Playtesting | Odaminodaa

https://bethadillon.wordpress.com/2008/04/13/on-playtesting

Laquo; The Serious Games Front. I’m An Activist. April 13, 2008 by bethadillon. Self-testing: play through and start a notebook to record feedback. Playtesting with confidants: Write down observations, ask open-ended non-leading questions. Playtesting with strangers: (Better because they have nothing to gain or lose). Ideal playtesters (target audience): What are your hobbies? Why did you respond to the bulletin? How often do you play and/or buy this type of game? Warm-up discussion (5 minutes). Fill in ...

3

bethadillon | Odaminodaa

https://bethadillon.wordpress.com/author/bethadillon

October 11, 2008. I’m An Activist. April 13, 2008. March 31, 2008. The Serious Games Front. March 31, 2008. Alternate to the Alternate. March 11, 2008. February 19, 2008. February 10, 2008. Older Posts ». Blog at WordPress.com. Create a free website or blog at WordPress.com.

4

On Interactive Drama | Odaminodaa

https://bethadillon.wordpress.com/2008/02/19/on-interactive-drama

Laquo; Touching on Methods. February 19, 2008 by bethadillon. Magy Seif El-Nasr. Interaction, Narrative, and Drama Creating an Adaptive Interactive Narrative using Performance Arts Theories. Interaction Studies, Vol 8, No. 2, 2007. Mateas, M. and A. Stern (2002). Architecture, Authorial Idioms and early Observations of the Interactive Drama Facade. CMU-CS-02-198. Pittsburgh, PA, Carnegie Mellon University. Szilas, N.: IDTension: A Narrative Engine for Interactive Drama. Proceedings of VSMM, 2000.

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Odaminodaa | Let’s play. | Page 2

https://bethadillon.wordpress.com/page/2

Prince of Persia: The Sands of Time. February 4, 2008 by bethadillon. 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! I’m guessing most people know of the first Prince of Persia. As the first one made by Ubisoft for consoles– Sands of Time. Taking anoth...

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requiem-for-games.blogspot.com requiem-for-games.blogspot.com

Game Design and Review blog: April 2008

http://requiem-for-games.blogspot.com/2008_04_01_archive.html

Game Design and Review blog. Thursday, April 17, 2008. I for one welcome our new story overlords. From the drowning of suspected witches in pre-Reformation Europe to Star Trek's Kobayashi Maru scenario, no-win situations have been seen as a way to test one's character. When faced with disastrous loss, how does one behave? The paper admits that early attempts had little capacity for getting off-track and must have essentially been an exercise in getting the individual being trained to think through the pr...

requiem-for-games.blogspot.com requiem-for-games.blogspot.com

Game Design and Review blog: Assassin's Creed

http://requiem-for-games.blogspot.com/2008/01/assassins-creed.html

Game Design and Review blog. Wednesday, January 30, 2008. This continues in the tradition of 'stealth' games popularized by the Thief series, and then later by Splinter Cell, and perhaps Deus Ex if you squint your eyes. It appears medieval assassins belonged to an offshoot Muslim sect persecuted as infidels by other Muslims, and whose main quarrels were with them. Nonetheless the Crusaders played a big part in defining them, so I suppose they can be the "big bads" of this game. John A. Jack. Yeah, if you...

requiem-for-games.blogspot.com requiem-for-games.blogspot.com

Game Design and Review blog: February 2008

http://requiem-for-games.blogspot.com/2008_02_01_archive.html

Game Design and Review blog. Thursday, February 7, 2008. Systemic level design for emergent play– Harvey Smith at GDC. And otherwise usable items that are actually just part of the background is a great start at reducing those conceivable states. Especially when some ledges are graspable, others are walkable, and others just painted onto walls for effect (and instant death when you try to jump onto them). And why can the Prince pick up a fallen foe's saber, but not a bow? Wednesday, February 6, 2008.

requiem-for-games.blogspot.com requiem-for-games.blogspot.com

Game Design and Review blog: Interdisciplinary Analysis

http://requiem-for-games.blogspot.com/2008/04/interdisciplinary-analysis.html

Game Design and Review blog. Wednesday, April 16, 2008. Her paper on "Interaction, Narrative, and Drama" starts by examining various forms of filmic flow. Flow, of course, is that amazingly concise term that encapsulates that state of being absorbed at peak capacity in a task. Coined by Csikszentmihalyi in 1990, it has been found in. Subscribe to: Post Comments (Atom). I for one welcome our new story overlords. Pervasiveness and the Magical Circle. Autonomous Characters and Animation.

requiem-for-games.blogspot.com requiem-for-games.blogspot.com

Game Design and Review blog: Prince of Persia: Rival Swords

http://requiem-for-games.blogspot.com/2008/02/prince-of-persia-rival-swords.html

Game Design and Review blog. Wednesday, February 6, 2008. Prince of Persia: Rival Swords. Oh narrative ambitions. What will happen to you when we give computer characters goals and amibitions? Subscribe to: Post Comments (Atom). Systemic level design for emergent play– Harvey Sm. Prince of Persia: Rival Swords. Currently studying at SIAT/SFU and T.A.ing undergraduate courses. View my complete profile.

requiem-for-games.blogspot.com requiem-for-games.blogspot.com

Game Design and Review blog: Pervasiveness and the Magical Circle

http://requiem-for-games.blogspot.com/2008/04/pervasiveness-and-magical-circle.html

Game Design and Review blog. Wednesday, April 16, 2008. Pervasiveness and the Magical Circle. In the world of computer games, a player usually knows exactly when they enter the game world. The click of a certain icon, the animated splash screen, the opening theme music. However, in the real world, this has not always been the case. When Roger Caillois first coined the terms and ludus. He cites Goffman's categories to find three axes of definition for such objects:. Subscribe to: Post Comments (Atom).

requiem-for-games.blogspot.com requiem-for-games.blogspot.com

Game Design and Review blog: January 2008

http://requiem-for-games.blogspot.com/2008_01_01_archive.html

Game Design and Review blog. Wednesday, January 30, 2008. This continues in the tradition of 'stealth' games popularized by the Thief series, and then later by Splinter Cell, and perhaps Deus Ex if you squint your eyes. It appears medieval assassins belonged to an offshoot Muslim sect persecuted as infidels by other Muslims, and whose main quarrels were with them. Nonetheless the Crusaders played a big part in defining them, so I suppose they can be the "big bads" of this game. Thursday, January 24, 2008.

requiem-for-games.blogspot.com requiem-for-games.blogspot.com

Game Design and Review blog: Autonomous Characters and Animation

http://requiem-for-games.blogspot.com/2008/04/autonomous-characters-and-animation.html

Game Design and Review blog. Wednesday, April 16, 2008. Autonomous Characters and Animation. In a computer game, where dynamic behaviour is desirable - that is, the automatic performance of activities by a character - the next question becomes, how will that behaviour be portrayed? In each of these cases, Tomlinson mentions recent attempts to solve these problems, but his greatest success seems to be a thorough revealing of the problematic areas of dynamic character animation. View my complete profile.

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Odaminodaa | Let’s play.

I’m An Activist. October 11, 2008 by bethadillon. I didn’t actually know I was an activist, not until I was told so in a class at Simon Fraser University. In my first semester. I’ve come to discover that I’m naturally an activist by the very nature of my interests and direction of my doctoral research. By engaging in my own community, I automatically take on the activist role and this is not uncommon for indigenous people. As Choctaw historian Devon Mihesuah. Continue Reading ». Continue Reading ». How d...

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