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Topics - Chris

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31
Discussing Game Design / On Player Characters
« on: September 06, 2013, 07:05:24 PM »
The basic thesis here is that projecting stories onto player characters in games doesn't work well because we remain ourselves when playing a game. Some quotes:

Quote
When Clint Eastwood picks up the gun in Unforgiven, it is meaningful in a story context. Modally it is the same sort of drama that goes back further than Shakespeare ("Is this a dagger I see before me?"), but Clint is a master performer. His performance interprets this moment anew, for this story, and is of characterful signficance which resonates with our deepest archetypal selves.

Doing it yourself in Red Dead Redemption, on the other hand, is very different. It's a straight choice of fight or flight, which weapon will you choose and what's your strategy for killing these six bandits approaching on horseback. It's win or lose, fair or cheat and all about you. You would probably refer to John Marsden (the protagonist of Red Dead Redemption) as your "player character" but you are not him. You are you.

...The duality of character and doll is perhaps most starkly illustrated by Heavy Rain. There are two Ethans. Character-Ethan is the grieving father having already lost one son, now tasked to find the other. His marriage is broken down, his life is a mess, everything he says or does is affected by a deep and painful sadness.

Doll-Ethan, on the other hand, is an android. He (you) wanders around his own house opening drawers to find out what's in them and talking to people (such as his wife) to find out who they are. He plays swings with his children, but it's a dislocated experience because he has no idea of his relationship to them. He talks to his remaining son in a playground like a machine, polling him with questions for answers. He even walks like an android, perfectly straight and turning clockwise or counter-clockwise on a dime.

Game makers like David Cage believe that the interplay between dramatic scenes and control strengthens the connection, in a kind of movies-plus-doing model, but my contention is that this is not so. Though lavish, Heavy Rain is modally no different to Jet Set Willy, and the same creative constant of self applies. Interposing duality mostly weakens the parental connection with the self-expressed doll and relegates it to play-time/story-time. "It's okay," says the game. "You just press buttons when you're told. I'll handle the emotional part."

And so you get interminable cut scenes which just don't seem to matter to the literal game. That's why (no matter how well written) a cinematic-story led approach to games always feels oddly cold. It's also why storysense works.

...I see a similar situation in games, except where cinema used many of the conventions of theatre, games use many of the conventions of cinema. We're passing through an era of "filmed games", just as film passed through its era of "staged films". And just as the lesson to learn in film was "Show, Don't Tell", the lesson in games is "Play, Don't Show".

http://www.whatgamesare.com/2012/07/on-player-characters-and-self-expression-game-design.html#sts=The%20Ineluctable%20Modality%20of%20the%20Playable

32
Technical Support / [2013-7-11] Numerous bug fixes
« on: July 11, 2013, 06:11:36 PM »
Just some of the updates:

  • Updates to quick editor for ajax save and autosave
  • HTTPS support fixes
  • Updated dice rolling features
  • Fix to bug where home page doesn't load DQ

34
I ran into this article the other day on Metafilter. It's from a sci-fi author about linear fiction, but I think a lot of it has weight in games and gamebooks too.

Quote
Indeed, the main failure mode of fiction for me is if I don't care about the characters. If you ever see me nitpicking worldbuilding and pointing out plot holes they're either really egregious or else the real problem is that I didn't care about the characters and I was poking at other things. Go to somebody else to hear about what's wrong with the windmills in _Red Mars_ or the carnivorous aliens in _The Sparrow_, my problem with both books is with characters not acting like people. If I care about the characters I'll overlook or forgive almost anything else.

http://papersky.livejournal.com/589474.html

What do you think?

35
Technical Support / [2013-6-10] Bug fixes
« on: June 10, 2013, 06:05:31 PM »
The new Adventure Cow reader has some fixes to bugs in the standard theme and the menu button.

36
Games Showcase / June 2013 News
« on: June 07, 2013, 02:22:13 PM »
The new June 2013 Adventure Cow newsletter is live, here. Features:

  • Interview with creator of Math Problem Emmanuel Turner
  • Discussions on story writing, future Adventure Cow contests, and more
  • The latest Twine stories posted, including Axolotl Project, Demons and Deadlines, Revelations, and the SXSW Game

37
Discussing Game Design / That cancer game
« on: June 03, 2013, 10:39:11 AM »
Quote
Joel Green is hysterical and there's nothing I can do about it. I try bouncing him on my knee, but whenever I stop the giggles make way for fresh anguish. I try offering him a carton of apple juice, but what little fluid he manages to swallow soon comes back up, chased by curdling screams. Many video games are power fantasies. This video game is something else. It's a puzzle without a solution. It's a game about pain, loss, fear and, ultimately, surrender. In many ways it's a disempowerment fantasy. Except, Joel Green's story is no fantasy.
http://www.eurogamer.net/articles/2013-05-21-that-cancer-game

I ran into this article a few days ago, about a game written by a father whose child has cancer. I don't have any specific thoughts yet, just wanted to share the article.

38
I recently had a chance to talk to Emmanuel Turner, who created an interesting Twine game called Math Problem.

At first Math Problem is just like a simple multiple choice quiz - however, unlike the ones you take in school exams, Math Problem takes your wrong answer and uses it to figure out what you did wrong. For example, if I say "1 + 1 x 0 = 0," Math Problem would say "I think you tried to add before you multiply, but multiplication comes first. Try multiplying first and see what answer you get." I hired Bobo the Quote Monkey to moonlight from his job at another blog and he came up with this:

Quote
There’s now an attitude that since a calculator or a spreadsheet can do the work for you then you don’t need to learn...the trouble is that for basic math, the time taken to use the machine is too slow and often not worth it...we want to travel next door but since we’ve come to rely on the car so much we’ve forgotten how to walk.

The full interview is here.

I'm curious; have any of you had a chance to teach, and found your student gets the answers wrong, but in a specific way?
How do you feel about your personal experience with education and math?

39
Games Showcase / May 2013 News
« on: May 27, 2013, 11:03:52 AM »
The new May 2013 Adventure Cow newsletter is live, here. Featured stories and a short news blurb.

40
Technical Support / Macro Builder for Twine and Twee: Twiddle
« on: May 20, 2013, 06:27:02 PM »
I was feeling a bit inspired on Thursday, and I cooked up this:

[Twine Macros + JSFiddle == Twiddle?]

This is a quick macro cooker for Twine. I'm still in the process of making it work, but here are some things I've thought about adding:

  • Save functionality - save and share macros
  • Library of sample macros
  • Documentation for writing macros

If you're interested in hearing more about it, please let me know, so I know whether this is worth continuing!
You can use this form, or email me at chris [at] adventurecow.com.

41
Twine / How do I host my story?
« on: May 06, 2013, 03:12:32 PM »
I'll add more on this subject, but hosting is so simple that it doesn't require too much at the moment.

Dropbox hosting basics, via TwineHub. DropBox is an easy and free way to host stories made in Twine.


Update: Twine hosting is not available through those resources (thanks jexadox for updating). Adventure Cow can host Twine stories now. Feel free to post on this forum or email support@ for more help!

42
Technical Support / [2013-4-15] More bug fixes, new news section
« on: April 15, 2013, 02:35:14 PM »
All the most recent stories are posted here.
Added Water by Dan Lance.


Also added Dan Cox's tutorial on making stuff in Twine in the learn section. Anyone can post a story using the Add a Link feature (that's how I add all the stories myself)


Bug fixes:
  • Fix to macros included inside <<if>> statements not running fully
  • Fix to reset button for debugging Twine
  • Fixed buggy shopping cart
  • Numerous other fixes and improvements too far down in our bug feed to see

43
Games Showcase / April 2013 News
« on: April 07, 2013, 02:44:42 AM »
The new April 2013 Adventure Cow newsletter is live, here. Featured stories and a short news blurb.

44
Technical Support / New Adventure Cow
« on: March 17, 2013, 12:25:14 AM »
We launched the new Adventure Cow last weekend. It's one of the more obvious changes we've made, here's a description in detail:

New look
The new site is faster and shinier.

Finding stories
We've included genre tags and a what's new section so you can find new things to read.

Post your own stories
Now you can post links to Twine stories across the internet! Stories may be reviewed for appropriateness and spam.

This is still in progress, but enjoy the new stories!

45
Technical Support / [2013-2-13] New bug fixes
« on: February 12, 2013, 05:50:14 PM »
This new release is mainly bug fixes and engine updates to support some of our upcoming stories. More to come soon!
  • Fix to support both single and double-quoted parameters in macros

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