Based on, admittedly little, of what I have read so far concerning AI perspectives of interactive storytelling and interactive drama as it relates to games, many researchers follow the Hero’s Journey, the Three Act Structure, and the rising action/climax/denouement forms of story. They often divide this structure into a series of beats to program out [...]
Majestic has been called a great failure, and I’m with that line of thinking. Christy Dena, who is working on a PhD and researches largely in the area of cross-media entertainment, pointed me to two references: Dave Szulborski’s ‘A Majestic Failure?’ in This is Not a Game (2005) and Carol Handler Miller in ‘Digital Storytelling’ [...]
Ain’t that the truth. Doug Church in “Formal Abstract Design Tools” addresses the need for a common language among game designers, since “… design evolution lags far behind the evolution of overall game technology” (367). The more I dip past game writing into game design, the more I appreciate breakdowns like Church’s. His work was [...]