Currently browsing tag

Games, Page 4

Is the narrative in the game, or in the head?

In his post,┬áThe Simulation Dream┬á(which I’ll forever thank Twitter for pointing me to), Tynan Sylvester sets out the Player Model Principle, which is “The whole value of a game is in the mental model of itself it projects into the playerÔÇÖs mind.” I’ve been thinking about that a lot this week, wrestling with the sometimes incredibly didactic way in which cultural heritage organisations can tell their stories. Continue reading →

Emotional Triggers

In his book,┬áDesigning Games,┬áTynan Sylvester says: If we look around, we find interactive narrative everywhere. Museums and art galleries are interactive nonlinear narratives where visitors explore a story or an art movement in a semi directed, personal way. Ancient Ruins and urban graffiti tell stories… These interactive forms – museums, galleries, real spaces, and life ┬á- should be our first touchstones as we search for narrative tools. Continue reading →

Music, narrative and space

I’m thinking about music. Which is slightly scary for me, as I’m not very good with music. I have no sense of┬árhythm, I’m not tone deaf, but I do struggle to tell the difference between notes, and though I enjoy singing, people around me don’t enjoy my singing. This might have something to do with two of my favourite musicians being Bob Dylan and Shane McGowan whose own singing voices are a matter of some division among critics. Continue reading →

Home from the range

My wife told me “You can stop studying for your PhD now, you’ve done what you wanted.” Last night I hit the end credits of Red Dead Redemption. My wife isn’t entirely right, but yes, reading about Red Dead Redemption was one of the “triggers” (forgive me) for thinking about what Cultural Heritage might lean about telling stories in three-dimensional┬áspaces. In February I decided I had to actually play the thing, and went out to buy a cheap XBox and the game. Continue reading →