infovore + emilyshort   4

Love Stories for High-XP Characters | Emily Short's Interactive Storytelling
"There are so many good stories to tell about relationships with some history. The stakes are higher than the stakes of a first crush; there’s all that context to add meaning to the interactions. The characters are invested in each other. And relationships between older people typically have involve juggling other responsibilities and commitments — jobs, children from previous relationships." Excellent stuff from Emily Short on all the *other* shapes of relationships you can show. (It made make think of two very different films I've seen recently that showed deep, adult, *sibling* relationships, for starters).
emilyshort  if  games  writing  interaction  romance  relationships 
march 2016 by infovore
IF Comp 2013 Roundup | Emily Short's Interactive Storytelling
"...I feel like five or ten years ago we had a common critical vocabulary robust enough to talk about what is going on in low-agency, linear, or hypertext games, but that the community has shifted enough not to be using that vocabulary now that there are lots of such games to talk about." Emily Short's roundup of the 2013 IF Comp. Really good notes on the state of the modern competition; also good notes on the nature of interactivity. Worth your time.
emilyshort  interactivefiction  writing  games  if 
october 2013 by infovore
First Draft of the Revolution
Oh, lovely: using Inkle to write a historical adventure in epistolary form - or, rather, drafting and redrafting a letter to be sent. And: by Emily Short! I'm glad someone's got around to that format.
epistolary  interactivefiction  history  if  emilyshort  games 
september 2012 by infovore
Bissell, Braid, and the Use of Words « Emily Short's Interactive Storytelling
"This ghastly indie-art-game prose: it’s writing that tries to communicate ideas in the same way that game mechanics communicate ideas. Such writing offers allusions and suggestions, hints for the player to assemble, but it shies away from specifics or a through-line plot. Characters often go unnamed, or are named something thuddingly symbolic, or are Everyman. Theme is presented heavy-handedly (you wouldn’t want players to miss it!) and via the most cliché images. Expect frequent references to light and dark, cold and loneliness, broken hearts and shattered dreams. Memories may get a look in. Also death. It’s like reading a collage of the manuscripts sent to a high school poetry contest right after one of the students got in a fatal crash." Emily is right, and it's something I hate about certain games: just how *self-consciously* "indie" they are.
games  braid  tombissell  writing  emilyshort  indie 
august 2010 by infovore

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