infovore + pace   7

What have we lost in the shift from cigarettes to smartphones? | openDemocracy
'I once asked an old friend, through a thick haze of smoke, what he liked most about a cigarette, to which he replied, "It frames a moment."' Will Davies on fine form; this is interesting and thoughtful and not so much about nicotine as it is about ritual.
culture  smoking  pace 
march 2015 by infovore
Review: Left 4 Dead 2 (Xbox 360)
"To extend the "director" metaphor, Left 4 Dead's AI Director was a bit like Alfred Hitchcock: a master of suspense. Left 4 Dead 2's AI Director (dubbed AI Director 2.0, conveniently enough) is perhaps from a younger generation of "torture porn" filmmakers. In place of suspense is sheer brutality and instead of tiptoeing along the precipice of failure, you're pushed over. And over. And over." Much as I'm enjoying L4D2, I think this is an appropriate metaphor: it's not just that it's hard, it's that it's *relentless*; the suspense of L4D is missing a bit.
games  joystiq  review  l4d2  direction  pace  suspense 
december 2009 by infovore
Rands In Repose: Up to Nothing
"The moment I walk into a bookstore I remember what I love about them. They are an oasis of intellectual calm. Perhaps it’s the potential of all the ideas hidden behind those delicious covers. Or perhaps it’s the social reverence for the library-like quiet — you don’t yell in a bookstore, you’ll piss off the books." I never tire of linking to Michael Lopp.
rands  books  bookshops  calm  order  pace 
december 2009 by infovore
Gamasutra - Features - Beyond Pacing: Games Aren't Hollywood
"Another word for "pacing" is "storytelling". We never really tell stories to players; we just put them in games. Then players tell our stories to themselves." Interesting analysis of pacing in games, and what the demands games make on pace are. And, of course, that quotation.
games  narrative  pace  storytelling  analysis 
may 2009 by infovore
Fullbright: Storymaking
"...video games are driven by the player, experientially and emotionally. Fictional content--setting, characters, backstory-- is useful inasmuch as it creates context for what the player chooses to do. This is ambient content, not linear narrative in any traditional sense. The creators of a gameworld should be lauded for their ability to believably render an intriguing fictional place-- the world itself and the characters in it. However the value in a game is not to be found in its ability at storytelling, but in its potential for storymaking." Some commentary on the scale of storymaking games offer, from Steve Gaynor. Also: I like the word "storymaking", as opposed to "storytelling".
games  narrative  story  mechanics  stevegaynor  plot  pace  storymaking 
february 2009 by infovore
Slow data and the pleasure of automated nostalgia « TEST
"I’m much more interested in automated nostalgia than automated presence - data feeds that gradually acrue in your wake, rather than constantly dragging your focus on to the next five minutes." Yes.
information  narrative  history  data  visualisation  slow  pace 
january 2009 by infovore

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