Currently browsing author

Page 12

A Young Lady’s Illustrated Primer

There are a lot of things in Neal Stephenson‘s The Diamond Age which I love. If I’m honest with myself I hope to see mediatronic paper and animated digital chops, for example,  become real in my lifetime. There are other aspect of the world created in that novel, for example massive inequality in a post-scarcity society, which I hope we won’t see, but I fear we are already walking down the path towards. Continue reading →

Centre for Digital Heritage #CDH2013

Last Saturday I went to the inaugural conference of the Centre for Digital Heritage at the University of York. The first speaker was Professor Andrew Prescott, who gave us a salutatory reminder that the so-called Industrial Revolution wasn’t quite as revolutionary to those living through it, and that some of what we now realize were world changing developments, were not seen as such at the time. Continue reading →

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

In his post, The Simulation Dream (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 player’s 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 →

Unravelling The Vyne

Another short note, this time on a contemporary art exhibition at one of the National Trust place I work with. I’ve mentioned the Vyne before (in one of my most popular posts). This time, the focus isn’t on Roman rings or Tolkien, but other aspects of the place’s history. Ten artist-makers working in a variety of media have interpreted parts of the Vyne story in especially created works, which are currently on display around the mansion and in its lovely Summer House. Continue reading →

A very short note on the power of music

This really is a very quick note. I was mowing the lawn this morning, with my phone playing music on shuffle. During a quiet respite while I emptied the grass hopper, Dead Man’s Gun, the elegiac final song from Red Dead Redemption came on. I suddenly felt a sense of loss, and bitterness, and tears came to my eyes. An incredible feeling of nostalgia washed over me, and I wanted to visit again the virtual world of RDR’s west. Now, THAT’S what I call emotional engagement. Continue reading →

Flow

Csikszentmihalyi (pronounced cheek-sent-mə-hy-ee)’s concept of flow has had a couple of mentions in recent posts, so I thought I ought to catch up on it. Back when I was doing my MA I read a lot about it in relation to museum learning (mostly in Hooper-Greenhill’s primer The Educational Role of the Museum), but some of that was written twenty years ago, so I thought I ought to get up to date. Continue reading →

Petworth Big Dig

A quick note for my archeaology chums. My work colleagues at Petworth are very excited about the Big Dig, which will run from the 13th to the 21st July. Led by archaeologist Tom Dommett, this is a major volunteer excavation looking for evidence of the lost history of Petworth House and Park. It’s all part of the national Festival of British Archaeology – Tom will be tweeting, hooting, Facebooking and YouTubing like mad during the week-long project. Continue reading →

Skyrim and the Radiant Engine

I’m finally getting my head around Skyrim. The game (much recommended after I completed Red Dead Redemption) was less engaging than I’d hoped. I wondered if this was because of the graphics (pretty, but not as smooth as RDR), or the fantasy setting, but actually I think its because in the early stages, I was out of my comfort zone in terms of thumb twiddling skill. I was never the most dextrous videogamer, but RDR had a pretty perfect flow curve. Continue reading →

A little epiphany

Today I saw a diagram that looked a bit like this: It was in the chapter on Narrative from Tynan Sylvester’s Designing Games. He explains that with this this sort of structure, “any given player misses most of the content”. There’s another problem too – with this sort of structure, it’s incredibly difficult to pace the emotional rhythm of the narrative. Continue reading →