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Interact and Play!

Friday, November 24, 2006. Week 12 Blog - Power Play. In her paper "The Puppet Master Problem: Design for Real-World, Mission Based Gaming", Jane McGonigal suggests that "the success of the puppet master challenges our assumptions about the kinds of action and interaction that qualify as gameplay, reveal dramatic interpretation. Also, when designing the game, what could be done would be to create directives that have elements of surprise and ambiguity to allow for player’s self interpretation of the comm...

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Interact and Play! | microgiant.blogspot.com Reviews
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Friday, November 24, 2006. Week 12 Blog - Power Play. In her paper The Puppet Master Problem: Design for Real-World, Mission Based Gaming, Jane McGonigal suggests that the success of the puppet master challenges our assumptions about the kinds of action and interaction that qualify as gameplay, reveal dramatic interpretation. Also, when designing the game, what could be done would be to create directives that have elements of surprise and ambiguity to allow for player’s self interpretation of the comm...
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6 games of progression
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Interact and Play! | microgiant.blogspot.com Reviews

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Friday, November 24, 2006. Week 12 Blog - Power Play. In her paper "The Puppet Master Problem: Design for Real-World, Mission Based Gaming", Jane McGonigal suggests that "the success of the puppet master challenges our assumptions about the kinds of action and interaction that qualify as gameplay, reveal dramatic interpretation. Also, when designing the game, what could be done would be to create directives that have elements of surprise and ambiguity to allow for player’s self interpretation of the comm...

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1

Interact and Play!: Week 5

http://www.microgiant.blogspot.com/2006/09/week-5.html

Thursday, September 21, 2006. Montfort argues that interactive fiction is distinctively different from hypertext fiction, stating:. There is nothing in the nature of the lexia or the link, those fundamental elements of hypertext, that allows the reader to type and contribute text or provides the computer with the means to parse or understand natural language. [] Hypertext fiction also does not maintain an intermediate, programmatic representation of the narrative world, as interactive fiction does.

2

Interact and Play!: Week 11: Jenkins or Eskelinen?

http://www.microgiant.blogspot.com/2006/11/week-11-jenkins-or-eskelinen.html

Saturday, November 11, 2006. Week 11: Jenkins or Eskelinen? Markku Eskelinen, an independent scholar and self-professed "ludologist", in his response. To Jenkins' paper "Game Design as Narrative Architecture", says:. Do you agree with Eskelinen's dismissal of Jenkins' approach? Posted by Shane @ 11/11/2006 12:12:00 AM. View my complete profile. Week 10 - Games of Progression. Week 9- Narrative and Interactivity. Consider the work you created for project 1. Is th. Week 4, Hypertext and the World.

3

Interact and Play!: Wk 3, Qn2, 5-10 images

http://www.microgiant.blogspot.com/2006/09/wk-3-qn2-5-10-images.html

Wednesday, September 06, 2006. Wk 3, Qn2, 5-10 images. Choose a set of 10 images that you feel form a narrative. If they are not digital images, scan them into the computer (there’s a scanner available in the USP multimedia lab). Arrange them in a linear sequence on your blog. You may or may not want to include text captions with each image. I really hope that animal lovers don't take offence. I am harmless and I dont eat rabbits. heh. Posted by Shane @ 9/06/2006 08:56:00 PM. View my complete profile.

4

Interact and Play!: Week 9- Narrative and Interactivity

http://www.microgiant.blogspot.com/2006/10/week-9-narrative-and-interactivity.html

Thursday, October 26, 2006. Week 9- Narrative and Interactivity. Choose a game which you feel attempts to incorporate strong narrative elements. Answer in 400 words or less.:. Discuss the tension between agency and narrative structure within the game. Do you agree that narrative and interactivity can never co-exist? Nevertheless, this interactivity is limited to the linearity of the narrative, causing the game to be very structured. Players cannot advance the game without completing the tasks.

5

Interact and Play!: Week 10 - Games of Progression

http://www.microgiant.blogspot.com/2006/11/week-10-games-of-progression.html

Wednesday, November 01, 2006. Week 10 - Games of Progression. Jesper Juul distinguishes between. Where a game is specified as a small number of rules that combine and yield a large number of game variations, and. Where a game presents the player with a series of puzzles or challenges which must be accomplished in a certain order. Discuss whether games of progression, which often attempt to combine a narrative structure with gameplay, are unique to computer-based games. View my complete profile.

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Interactive Cowputer: September 2006

http://cowputerinteractive.blogspot.com/2006_09_01_archive.html

Thursday, September 21, 2006. Montfort argues that interactive fiction is distinctively different from hypertext fiction, stating:. There is nothing in the nature of the lexia or the link, those fundamental elements of hypertext, that allows the reader to type and contribute text or provides the computer with the means to parse or understand natural language. [] Hypertext fiction also does not maintain an intermediate, programmatic representation of the narrative world, as interactive fiction does. Espen...

urauar.blogspot.com urauar.blogspot.com

A Whole New (Media) World: i shouldn't be so unfriendly

http://urauar.blogspot.com/2006/08/i-shouldnt-be-so-unfriendly.html

A Whole New (Media) World. Monday, August 21, 2006. I shouldn't be so unfriendly. Didnt' have time to play around with blogspot earlier on. anyways, my first post was rather short. Shouldn't be so rude =PP but yeah, it's true, I'm rather reluctant to blog, it's rather stressful knowing anyone and everyone can read what you say, especially when sometimes you don't have the time and they are half-baked ideas. See related links) in case you're interested lah! Now to answer the questions. Para; 7:42 pm.

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Interactive Cowputer: October 2006

http://cowputerinteractive.blogspot.com/2006_10_01_archive.html

Wednesday, October 25, 2006. GTA - Vice City. Discuss the tension between agency and narrative structure within the game. Do you agree that narrative and interactivity can never co-exist? I would agree that narrative and interactivity can never co-exist if the level of narrative and interactivity we mention here is the highest one. Take Grand Theft Auto Vice City as an example. The game begins by showing you a prelude video about the protagonist. Maybe there will be some opportunities for expansion.

urauar.blogspot.com urauar.blogspot.com

A Whole New (Media) World: part one week four

http://urauar.blogspot.com/2006/09/part-one-week-four.html

A Whole New (Media) World. Thursday, September 07, 2006. Part one week four. 1 The role of the author is now that of the person creating the. Where in traditional linear narrative, the author retains control of the links. Sequences of the narrative, in interactive media of such a nature, the sequence is now in the hands of the reader. What does this imply? Perhaps it explains why interactive media is sort of addictive in a way because there is an urge to play with the narrative? Still have time to wonder.

urauar.blogspot.com urauar.blogspot.com

A Whole New (Media) World: Exercise FIVE

http://urauar.blogspot.com/2006/09/exercise-five.html

A Whole New (Media) World. Friday, September 22, 2006. 1 In my opinion the difference between interactive fiction (IF) and Hypertext is that really that IF gives the. Of these 2 worlds lie. In a sense, using hypertext is about akin to the graphic interface user games that are the common computer games that we have today- you know you belong in a fictional world, because you link with that world via a communication in a "computerish" way- clicking a mouse. Para; 2:38 pm. Comments: Post a Comment.

urauar.blogspot.com urauar.blogspot.com

A Whole New (Media) World: just testing

http://urauar.blogspot.com/2006/08/just-testing.html

A Whole New (Media) World. Thursday, August 17, 2006. Another one in the ocean of bloggers. i was forced into it, to be honest. Para; 12:03 pm. Comments: Post a Comment. One of a couple dozen blogs created especially for a university subject module named "Narrative and Play in Interactive Media". This one belongs to the token year 4 architecture student in the class. Yes, it was graded. But not neccessarily boring, no? Responsive Intelligent Architecture project.

urauar.blogspot.com urauar.blogspot.com

A Whole New (Media) World: week one's questions

http://urauar.blogspot.com/2006/08/week-ones-questions.html

A Whole New (Media) World. Monday, August 21, 2006. Lev Manovich talked about 5 principles of. I think that perhaps our reality show "Singapore Idol" is a form of 'new media'. Firstly, Numerical Representation:. Yes, SI is made up of a series of performances that is assembled into a larger show. In addition, SI is actually a series of little tv pixels of the same size that move around on your screen, if you want to be technical. Fifth and last, Transcoding. Narrative-wise: Reality TV shows become a new f...

urauar.blogspot.com urauar.blogspot.com

A Whole New (Media) World: on collages

http://urauar.blogspot.com/2006/08/on-collages.html

A Whole New (Media) World. Wednesday, August 23, 2006. If collages are a collection of images of a graphical representations of the real world, then the book. A guide to Ecstacity. Is attempting to be a book that can represent how we view and experience cities (not just. Cairo, London, Mumbai [Bombay], New York, Rio, Rome and Tokyo) and eventually tries to create this imaginary city of our mind. The front "Read Me" writes. Collaged map from book. Para; 12:08 pm. Comments: Post a Comment. One of a couple ...

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Interact and Play!

Friday, November 24, 2006. Week 12 Blog - Power Play. In her paper "The Puppet Master Problem: Design for Real-World, Mission Based Gaming", Jane McGonigal suggests that "the success of the puppet master challenges our assumptions about the kinds of action and interaction that qualify as gameplay, reveal dramatic interpretation. Also, when designing the game, what could be done would be to create directives that have elements of surprise and ambiguity to allow for player’s self interpretation of the comm...

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