HULK PRESENTS: THE MYTH OF 3 ACT STRUCTURE « FILM CRIT HULK! HULK BLOG!
november 2011 by infovore
"THIS LITTLE WAY SHAKESPEARE ESCALATING THE STAKES AND POSITIONING THE ENDGAME = THE SAME EXACT WAY HOLLYWOOD SCREENWRITERS HANDLE THE ENTIRE MIDDLE PARTS OF THEIR GODDAMN MOVIE.
NO WONDER THEY AIMLESS AND BORING." Film Crit Hulk is brilliant.
writing
structure
screenplays
format
filmcrithulk
beats
shakespeare
NO WONDER THEY AIMLESS AND BORING." Film Crit Hulk is brilliant.
november 2011 by infovore
How Dan Harmon Drives Himself Crazy Making Community | Magazine
october 2011 by infovore
"His earliest revelation about how the TV medium worked—one that heavily influences Community—came courtesy of a Cheers board game he spotted at a toy store. He realized that the characters were so relatable and their dynamics so clearly defined that anyone could step into their lives—even in a board game." Brilliant interview with Dan Harmon - but this paragraph really leapt out at me.
community
story
narrative
danharmon
writing
sitcoms
tv
structure
october 2011 by infovore
The Brainy Gamer: The action is in the margins
december 2010 by infovore
"In recent years we've seen plenty of criticism (including mine) leveled at video games that rehash old ideas; games that rely on genre formulas; games that ape the language of film. Games, we're often told, need new ideas. Games need to grow up. Games should leverage their defining interactivity. Cutscenes are lazy. Let movies be movies. Players want to write their own stories. Games don't need authored narratives. Games don't need linear stories. Games don't need stories. All games should be fun. No they shouldn't.
The problem with these reductive arguments is they fail to account for how art rails against boundaries; how artists inevitably seek to situate their work in the margins no one can own. Artists instinctively push back against "don't," "shouldn't," and "must." This is why we give them genius grants. It's also why we put them in prison. The real action is in the margins." Good stuff from Michael.
games
art
margins
boundaries
structure
michaelabbott
The problem with these reductive arguments is they fail to account for how art rails against boundaries; how artists inevitably seek to situate their work in the margins no one can own. Artists instinctively push back against "don't," "shouldn't," and "must." This is why we give them genius grants. It's also why we put them in prison. The real action is in the margins." Good stuff from Michael.
december 2010 by infovore
Rands In Repose: A Deep Breath
june 2009 by infovore
"An obsessive meeting schedule is an investment in the boring, but by defining a specific place for the boring to exist, you’re allowing every other moment to have creative potential. You’re encouraging the random and random is how you’re going to win. Random is how you’re going to discover a path through a problem that one else has found and that starts with breathing deeply." Oh. That's an interesting way of looking at it.
management
software
design
development
engineering
meetings
structure
rands
organization
strategy
business
june 2009 by infovore
Gamasutra - Features - Game Writing From The Inside Out
march 2009 by infovore
This is both good and bad in places; I'm not totally convinced by the "What would players rather shoot -- a wall, or a Nazi?" argument, but I'm very interested (as per my previous writing on Far Cry 2) in notions of non-player characters as protagonist; the player as lens through which story emerges, rather than hero of said story. Stuff to think on, for sure, but I'm still working out how to respond to this; I'm not sure it fulfils its goal of discussing "how writers and designers can collaborate smoothly and successfully"; it just shows me some examples.
design
games
writing
narrative
story
structure
protagonist
march 2009 by infovore
The Brainy Gamer: Kojima and the theory of everything
july 2008 by infovore
"MGS4 is the game that contains everything Hideo Kojima knows about game design and storytelling - and that is precisely what's so thrillingly right and so damnably wrong with it. Faced with a myriad of choices [...] Kojima chose not to choose. "
hideokojima
metalgearsolid
mgs4
games
play
storytelling
narrative
structure
july 2008 by infovore
Extenuating Circumstances – SXSW 2008: Creative Collaboration: Building Web Apps Together
march 2008 by infovore
"when a technical wife and a design husband love each other very much they have a special meeting and nine months later a website is born." Great quotation; fantastic writeup of what sounded like a fantastic talk. It captures how I feel almost perfectly.
development
design
generalism
work
web
projectmanagement
team
structure
organisation
yesyesyes
march 2008 by infovore
Perfection / journal / nascentguruism
november 2007 by infovore
"If there’s a single piece of functionality that you feel you can’t provide in raw HTML, you’re doing it wrong." Yes. Steve is, by and large, right about all of this. This is why front-end development is worthy of being a role in its own right.
design
markup
clientside
development
frontend
structure
webstandards
doingthingsright
november 2007 by infovore
Life With Alacrity: The Dunbar Number as a Limit to Group Sizes
december 2006 by infovore
A perceptive and detailed analysis of the Dunbar Number - and why some of the hype around it is misguided.
society
social
software
anthropology
dunbar
structure
groups
research
sociology
network
december 2006 by infovore
Four Modes of Seeking Information and How to Design for Them - Boxes and Arrows
april 2006 by infovore
Nice IA piece from boxesandarrow
ia
informationarchitecture
webdesign
structure
april 2006 by infovore
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