Science fiction, fantasy, design and cultural invention | Design Culture Lab
august 2011 by infovore
"A lot of design is very good at stories; far less design is good at plot–and I’m convinced that we need the latter if we want design to serve, as Jack Schulze puts it, as a form of “cultural invention” instead of problem-solver." Strong stuff on design fiction, the value of urban fantasy, and considering possible realities.
annegalloway
design
designfiction
stories
plot
fantasy
august 2011 by infovore
Beware of the Sorrell: Everybody Is A Game Designer
august 2011 by infovore
"Children will turn anything into a toy, any toy into a game and any game into a story. Adults do just the same thing, they just don’t do the noises. At least not when anyone’s looking." Yes. (Also: Sorrell is blogging. This is good.)
marksorrell
toys
games
stories
play
august 2011 by infovore
A fanboy with a strange device « matt.me63.com – Matt Edgar
july 2011 by infovore
"I think there’s a lesson here for a lot of transmedia, augmented reality, and other buzzword-based story-telling forms: it’s not what you do with the technology, it’s what you leave to the imagination." This is nice, and right, and Matt's point is right because it was true for every other kind of storytelling anyhow. We just have new ways to leave it to the imagination.
imagination
narrative
stories
transmedia
mattedgar
july 2011 by infovore
The One Page Dungeon Contest | Play This Thing!
june 2011 by infovore
"The One Page Dungeon Contest is level design contest for creating a scripted RPG adventure that fits on one 8.5x11 page. All information, the map, story, encounters and more have to fit in one page. Sort of writing a haiku, short and sweet.
The dungeons are RPG-system neutral and vary greatly in style. Several are classic hack-and-slash dungeon-crawls, while others involve mysteries, horror, solitaire play and lots more." Sounds great.
games
rpg
system
stories
succinct
short
compact
The dungeons are RPG-system neutral and vary greatly in style. Several are classic hack-and-slash dungeon-crawls, while others involve mysteries, horror, solitaire play and lots more." Sounds great.
june 2011 by infovore
Curveship: Interactive Fiction + Interactive Narrating
february 2011 by infovore
"Curveship is an interactive fiction system that provides a world model (of characters, objects, locations, and things that happen) while also modeling the narrative discourse, so that the narration and description of the simulated world can change. Curveship can tell events out of order, using flashback and other techniques, and can tell the story from the standpoint of particular characters and their perceptions and understandings." This looks both bonkers and brilliant.
if
interactivefiction
narrative
stories
python
games
writing
february 2011 by infovore
Web narrative « Commonplace
november 2010 by infovore
"Too many times proponents of interactive fiction talk as if it’s a new thing, as if interactivity were never part of the reading experience. How many of us has written in the margin of a book, turned down a corner of a page or smoothed the book back at a particular passage, felt our attention wander as we gaze out the window? We each interpret a story in different ways; it’s how we can re-read a book without getting bored, or watch the same film twice." This is cracking stuff from Kat; I am glad she's written it down.
stories
narrative
web
katsommers
november 2010 by infovore
stamen design | Nike Grid: Using London's phone boxes as goal posts
october 2010 by infovore
"Today's video is 'Boys vs Girls', showing the relative points and badges etc. accumulated by boys vs. girls over the course of the day. It ends with a "get running, girls!" message, and I love that data visualization is being used as a way for a brand to tell a story, in something close to real time, in a specific way tailored to the events on the ground."
narrative
visualisation
stories
nikegrid
stamen
october 2010 by infovore
GameDevBlog: Story Games - My New Obsession
september 2010 by infovore
Jamie Fristrom on collaborative-storytelling-RPGs. Lots of good links and thoughts here - especially the line about White Wolf's "disenfranchising" of the player by calling the GM (of all people) a "storyteller".
jamiefristrom
games
storytelling
rpg
stories
september 2010 by infovore
Oilfurnace - A Dwarf Fortress tale by Tim Denee
september 2010 by infovore
You know, it's thing like this that make me really wish I had the time to devote to properly grokking Dwarf Fortress, because sod the pictures, it's just a brilliant _story_.
games
stories
dwarffortress
art
september 2010 by infovore
Letters of Note: Fraternally, Brother Vonnegut
august 2010 by infovore
"It now seems morally important to me to do without minor characters in a story. Any character who appears, however briefly, deserves to have his or her life story fully respected and told."
vonnegut
stories
writing
narrative
letters
august 2010 by infovore
Chris Heathcote: anti-mega: griotism
july 2010 by infovore
"I thought this was a fascinating take on the need within companies for stories... Companies spend a lot of money looking for these stories. Traditional product companies had to ask people and users to tell their stories, normally through market research. Web companies are at a huge advantage: they have rivers of usage data flowing through their servers, and the problem inverses – how to make sense and tease out meaning and interest from such a torrent." This is very good; I'm looking forward to future installments.
data
visualisation
grindr
griot
stories
chrisheathcote
july 2010 by infovore
Grounded: volcano fictions and collective experiences | booktwo.org
april 2010 by infovore
I could, charmlessly and redundantly, expand on that to say: when life surprises us, making the everyday strange and wonderful, our first impulse is to make stories. These are of course personal stories: the volcano itself is too remote, too vast, to fit into our little narratives. Like Vonnegut’s glaciers, they just exist: human lives happen around them.
volcano
fiction
stories
jamesbridle
stml
april 2010 by infovore
Ash Cloud Tales
april 2010 by infovore
Post-Eyjafjallajökull microfiction.
stories
microfiction
volcano
Eyjafjallajökull
fiction
april 2010 by infovore
My Nethack YAAP
march 2010 by infovore
"Nethack does what computers do best - what computers were invented for. It hands you a symbolic representation of something, and lets you interact with it. The symbols are utterly mundane ... but the interaction is extraordinarily complicated. Interacting with the game of Nethack can be glorious, frustrating, hilarious, and satisfying. Like any great game, it's even fun to watch and talk about when played by others. There are probably more web pages of people telling their Nethack war stories than there are pages discussing the game itself.
This is one of those pages. I'm writing this because, after twenty years of playing, I finally completed the game." It's quite a tale, and full of glimpses of secrets I never discovered. Always more of a rogue man.
yaap
nethack
ascension
roguelike
games
stories
writing
This is one of those pages. I'm writing this because, after twenty years of playing, I finally completed the game." It's quite a tale, and full of glimpses of secrets I never discovered. Always more of a rogue man.
march 2010 by infovore
kung fu grippe : Making the Clackity Noise
december 2009 by infovore
"Little stories are the internet’s native and ideal art form." Yes. This is a good one.
writing
creativity
stories
storytelling
culture
online
merlinmann
december 2009 by infovore
Click Nothing: Live and Let Die
july 2009 by infovore
"Ultimately, when I reject narrative techniques in favor of ludic ones, what I am really saying is that I reject traditional authorship. I reject the notion that what I think you will find emotionally engaging and compelling - and then build and deliver to you to consume - is innately superior to what you think is emotionally compelling. By extension, I reject the idea that I can make you feel the loss of a friend in a more compelling way by authoring an irreversible system than you could make yourself feel by playing with a system wherein a friend can be both dead and alive simultaneously and wherein his very existence can be in flux based on your playful whim... This discussion is not about how to make a game more meaningful. It is about how games mean." Yep, I still want to marry Clint Hocking.
games
narrative
choice
farcry2
clinthocking
media
stories
july 2009 by infovore
kewlchops: Blog all dog-eared pages: The Best Australian Stories 2007 / Repossession
june 2009 by infovore
"I'm continually drawn in by the belief that everyone finds their own way through life, age, cities, networks, whatever. And as Meehan's tale recounts, it's the whispers we leave on the wind that entice others to follow our hints." Just go and read the story; it's wonderful, and the fragments George picks out so carefully constructed. That made my evening.
stories
narrative
shortstory
storytelling
conversation
june 2009 by infovore
BLDGBLOG: Bloomsday
june 2009 by infovore
"What if Ulysses had been written before the construction of Dublin? That is, what if Dublin did not, in fact, precede and inspire Joyce's novel, but the city had, itself, actually been derived from Joyce's book?" Geoff Manaugh expands on a comment he made at Thrilling Wonder Stories; the stuff about 'quipu' is also awesome.
quipu
dublin
cities
bldgblog
joyce
bloomsday
realism
description
stories
design
june 2009 by infovore
Well Played 1.0: Video Game, Value and Meaning | ETC-Press (Beta)
may 2009 by infovore
Well Played is now out, and can be read online and purchased from Lulu. It's exactly the sort of thing I've wanted for a while - a reader for videogames, and for the actual experiential side of them - and it's got some great authors contributing pieces on a host of games. Worth your time, for sure.
games
writing
reader
stories
books
publishing
analysis
criticism
may 2009 by infovore
Versus CluClu Land: La Comedie Post-Humaine
march 2009 by infovore
"If you keep the city and concentrate on putting more world into it, imaginativeness becomes the primary obstacle-- you can add things into this city without having to add much physical space and new assets. There's legions of empty storefronts and empty buildings, waiting to be filled. And media-- web sites, radio stations, tv shows-- don't take up space either. Think of this cheap empty space as a place to tell new stories, because as a developer, you are good at this." Iroquois, hitting many nails on the head all at once, again.
games
narrative
stories
iroquoispliskin
dlc
gtaiv
gaas
balzac
universe
march 2009 by infovore
InterText v5n1: Two Solitudes by Carl Steadman
march 2009 by infovore
A story, between two people, told through email. Not looking like email; actually, originally, told over email. Now, it can only be read in order - but once, it would have been delivered. Can't imagine how striking it might have been.
writing
narrative
fiction
stories
email
carlsteadman
march 2009 by infovore
Living Epic: Video Games in the Ancient World: Makin' <em>kleos</em>, makin' fanboys
january 2009 by infovore
"That is, the activity of making kleos, as a bard or as a player, is about forming an affinity group—people who think the game is a cool game, who want to talk about it, who would go to the mat for it. It’s about making fanboys. Odysseus is going to turn the Phaeacians into Odysseus fanboys, just as the bard of Odyssey 9 is going to turn his audience into fanboys of the Odyssey, just as he the bard is already such a fanboy."
games
storytelling
stories
epic
homer
fans
kleos
fandom
classics
january 2009 by infovore
JoeSniff » Telling a good story - Rspec stories from the trenches
september 2008 by infovore
A strong article from Joe on some guidelines, based on experience, for writing RSpec user stories.
rspec
userstories
stories
storyrunner
tutorial
tips
september 2008 by infovore
Unlocking the power of parallel play | Technology | guardian.co.uk
may 2008 by infovore
""When people tell me about playing a game and tell me what happened to them, then I hear how different their stories are," he says. "To me, that's an indicator of how good the game is."" Will Wright hits the nail on the head.
games
play
stories
storytelling
willwright
may 2008 by infovore
ben.send :blog » Blog Archive » rspec plain text stories + webrat = chunky bacon!
april 2008 by infovore
"We can now deal with forms in the language of our stories, something that the customer understands and relates to." Webrat lets you navigate your Rails app through the DOM, rather than HTTP.
testing
rspec
stories
agile
rails
ruby
rubyonrails
webrat
storyrunner
april 2008 by infovore
A List Apart: Articles: Where Am I?
august 2006 by infovore
Good navigation tells a story, and good stories have a beginning, middle, and end.
navigation
design
ia
informationarchitecture
stories
august 2006 by infovore
The Morning News - David Mitchell, by Robert Birnbaum
may 2006 by infovore
Lovely, in-depth interview full of cracking quotations. Definitely worth a read.
fiction
stories
davidmitchell
interview
may 2006 by infovore
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