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Monday, November 20, 2006. Ultimately, I feel that it is not the level of interaction, the goal, or the level of separation a game has from real life, but sometimes the uniqueness of the game which causes people to want to play. By adopting some features of powerplay previously not adopted in interactive media, designers could possibly create a whole new class of games which gamers truly enjoy. Posted by h siow. Friday, November 10, 2006. To Jenkins' paper "Game Design as Narrative Architecture", says:.

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Monday, November 20, 2006. Ultimately, I feel that it is not the level of interaction, the goal, or the level of separation a game has from real life, but sometimes the uniqueness of the game which causes people to want to play. By adopting some features of powerplay previously not adopted in interactive media, designers could possibly create a whole new class of games which gamers truly enjoy. Posted by h siow. Friday, November 10, 2006. To Jenkins' paper Game Design as Narrative Architecture, says:.
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UAR2205 =) | hollzzz-at-play.blogspot.com Reviews

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Monday, November 20, 2006. Ultimately, I feel that it is not the level of interaction, the goal, or the level of separation a game has from real life, but sometimes the uniqueness of the game which causes people to want to play. By adopting some features of powerplay previously not adopted in interactive media, designers could possibly create a whole new class of games which gamers truly enjoy. Posted by h siow. Friday, November 10, 2006. To Jenkins' paper "Game Design as Narrative Architecture", says:.

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http://www.hollzzz-at-play.blogspot.com/2006/09/1.html

Wednesday, September 20, 2006. Or are they more closely related that Montfort would like to admit? Yup, it is significant because it is the MAIN distinction between IF and hypertext. Basically, I feel that the two forms of narratives are the same if it were not for the fact that interactors can contribute to the story in IFs, while they can only change the sequence of the story in hypertexts. It's a textual machine since its got WORDS which we can READ right? To me, it wasn't highly interactive since the...

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http://www.hollzzz-at-play.blogspot.com/2006/10/i-choose-question-2.html

Wednesday, October 18, 2006. I choose question 2. Consider the work you created for project 1. Is this work actually a game? Our group did ‘Scarytales’ for our first project, a spoof of fairytales. Although I wouldn’t consider our group project a game, it is pretty obvious that there were some aspects of gaming and play in it. Posted by h siow. Subscribe to: Post Comments (Atom). Choose a game which you feel attempts to incorpo. I choose question 2. Consider the work you create.

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UAR2205 =): August 2006

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Monday, August 28, 2006. The example I thought about was X-Men. When I was young, I used to read X-Men comics, but I can't really remember the details, so I'll compare the latest X-Men movies to the Marvel vs Capcom arcade games instead. What, if anything, does this suggest about designing interactive narrative? I guess the only one I can think of, after discussion in class, is that interactive media allows you to change the outcome of things(though that can be questionable). Right? Posted by h siow.

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UAR2205 =): November 2006

http://www.hollzzz-at-play.blogspot.com/2006_11_01_archive.html

Monday, November 20, 2006. Ultimately, I feel that it is not the level of interaction, the goal, or the level of separation a game has from real life, but sometimes the uniqueness of the game which causes people to want to play. By adopting some features of powerplay previously not adopted in interactive media, designers could possibly create a whole new class of games which gamers truly enjoy. Posted by h siow. Friday, November 10, 2006. To Jenkins' paper "Game Design as Narrative Architecture", says:.

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http://www.hollzzz-at-play.blogspot.com/2006/11/markku-eskelinen-independent-scholar.html

Friday, November 10, 2006. Markku Eskelinen, an independent scholar and self-professed "ludologist", in his. To Jenkins' paper "Game Design as Narrative Architecture", says:. Do you agree with Eskelinen's dismissal of Jenkins' approach? Jenkins had stated very plainly that although many games do have narrative aspirations, “not all games tell stories”. Jenkins made no attempt to fit all games as storytelling devices. Having stated that so clearly at the beginning, it was clear that al...Eskelinen stated ...

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Cows CAN fly: October 15, 2006

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Thursday, October 19, 2006. Support your position with reference to specific works. Here, I reproduce Zimmerman and Costikyan's definitions of a game, which will prove useful in this discussion:. A game is a voluntary interactive activity, in which one or more players follow rules that constrain their behavior, enacting an artificial conflict that ends in a quantifiable outcome.". An interactive structure of endogenous meaning that requires players to struggle towards a goal.". Posted by aileen @ 1:01 PM.

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Cows CAN fly: October 22, 2006

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Tuesday, October 24, 2006. The most precious thing in the World. My name is Soh Ning Ge, Christopher. I was born on the 20th October, 2006 at 0849hrs to my happy and proud parents. Everyone thinks I'm adorable and have lots of hair. My eyes, lips and legs are probably from my Mum while I got my nose, fingers and hair from Daddy. I'm so lucky about 40 - 50 people came to visit me in hospital and showered me with gifts and love. Most importantly, I feel loved and at home. Posted by aileen @ 7:00 PM.

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Cows CAN fly: August 13, 2006

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Wednesday, August 16, 2006. So this is my blog for Narrative and Play in Interactive media. I've not done any film studies before despite being in Arts for the longest time, though I liked Hiroshima Mon Amour which we studied in Lit 101. This being my working blog, I thought long and hard about an appropriate blog title and voila! A bit about myself. Posted by aileen @ 9:30 AM. View my complete profile. Beam me up, Scotty. The most precious thing in the World. Questions 5.1, 5.2, 5.3. Back to the Future.

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Cows CAN fly: September 03, 2006

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Wednesday, September 06, 2006. Write about the narrative that your group has chosen for project 1. Why have you chosen this work? How might you approach the task of re-configuring it as an interactive piece? Posted by aileen @ 9:40 PM. Tuesday, September 05, 2006. She could have been stunningly famous. But for sure, he was as irresistible as a box of chocolates. People were utterly convinced she was up to no good. The Wedding was charming. But the in-laws proved a challenge. I wanted my eggs easy! Questi...

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Cows CAN fly: September 10, 2006

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Wednesday, September 13, 2006. I do not mean to say the internet is good or bad. After all, I do have a lot of fun surfing on the internet and the storyspace interactivity is interesting. These are observations I have gathered so far, so forgive me if I’m do not make much sense. Posted by aileen @ 10:28 PM. View my complete profile. Beam me up, Scotty. The most precious thing in the World. Questions 5.1, 5.2, 5.3. Question 3.2 Write about the narrative that your g. Back to the Future. August 13, 2006.

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Cows CAN fly: August 27, 2006

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Wednesday, August 30, 2006. Think of an example of the use of narrative in interactive media. With reference to your example, suggest what the peculiar nature of interactive media may be, and which narrative effects it may specialize in. The fullness of that disgust for Golem. Another instance is how in movies the sound. Posted by aileen @ 9:58 PM. Tuesday, August 29, 2006. Interactive media allows for choice and control on the part of the reader/user. What problem does this raise for self-regulation?

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Cows CAN fly: August 20, 2006

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Monday, August 21, 2006. Narrative, interactivity and play how does Run Lola Run reflect these concerns? How does this relate to Manovich’s concept of transcoding? If I'm not wrong, the the basis of the module is to understand, basically, how Cultural layers (Narrative) are interpreted by Computer layers (Play) in Interactive media, how their relationship is intrically related and both elements influencing the each other. Our reality is affected (sometimes distorted! A) offering them money or. Our pseudo...

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Cows CAN fly: September 17, 2006

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Thursday, September 21, 2006. Questions 5.1, 5.2, 5.3. Posted by aileen @ 12:25 AM. View my complete profile. Beam me up, Scotty. The most precious thing in the World. Questions 5.1, 5.2, 5.3. Question 3.2 Write about the narrative that your g. Question 3.2 The following pictures were mostly ta. Question 3.1 Discuss how this approach (nteractiv. Question 2.3 Think of an example of the use of na. Question 2.2 Interactive media allows for choice a. Narrating in the New Media My my. what difficul.

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UAR2205 =)

Monday, November 20, 2006. Ultimately, I feel that it is not the level of interaction, the goal, or the level of separation a game has from real life, but sometimes the uniqueness of the game which causes people to want to play. By adopting some features of powerplay previously not adopted in interactive media, designers could possibly create a whole new class of games which gamers truly enjoy. Posted by h siow. Friday, November 10, 2006. To Jenkins' paper "Game Design as Narrative Architecture", says:.

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