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Aug
We are able to complete the final half of Joris Dorman‘s Shadowcaster article with another bucketload of insight today tackling the issues of bridging the gaps between naratology and ludology to create a truly new narrative experience in games. While originally planned for a 3 part article it proved too interested to put a break in this one so it was all recorded in one fell swoop. If you missed the First half just Click Here to grab it before diving into this second half.
Title: “Shadowcaster Pt2“ – Original Article
Written by: Joris Dormans(www.jorisdormans.nl)
Read aloud by: Ryan Wiancko on Sept 1st, 2009
Aug
We are proud to present you with another condensed exerp from Chapter 9 of David Perry‘s new Book: David Perry on Game Design: A Brainstorming ToolBox. Today we go through various elements of Storytelling that can make the difference between a truly compelling gaming experience and one that is flatter than week old soda.
Title: “Story Telling” – Original Article
Book: David Perry on Game Design: A Brainstorming ToolBox
Written by: David Perry (www.dperry.com)
Read aloud by: Ryan Wiancko on Aug 21st, 2009
Jul
Joris Dorman graces us with another bucketload of insight today in what will be a 3 part series detailing the game experiment ‘Shadowcaster’ where Joris attempts to bridge the gap between narrative and ludic simulations to create the blueprint for a new type of Narrative Game.
Title: “Shadowcaster Pt1“ – Original Article
Written by: Joris Dormans(www.jorisdormans.nl)
Read aloud by: Ryan Wiancko on July 9th, 2009
Jun
IB is happy to deliver the first of what will be many articles by Josh Sutphin. Today he talks about what he called Reactive Design and the challenges, as well as potential of taking the game off the rails and designing an engaging experience that allows the player to take ownership of their game.
Title: “Reactive Design“ – Original Article
Written by: Josh Sutphin(thirdhelix.wordpress.com)
Read aloud by: Ryan Wiancko on June 6th, 2009
May
Borut Pfeifer delivers another wonderfully thought provoking article where he discusses how to engineer systems that better encourage players to create their own unique narrative experience from gameplay
Title: “You’ve got Narrative in My System“ – Original Article
Written by: Borut Pfeifer(www.plushapocalypse.com)
Read aloud by: Ryan Wiancko on May 12th, 2009
Mar
2K Marin’s Steve Gaynor is back with another incredibly insightful piece on game design. With great wisdom Steve dives into the very foundation of how we design games and where the true strength of our medium. Summing up brilliantly the growing opinion that games will fail if they try to emulate film as they need to embrace The immersion model of meaning, giving the player complete authorial control and changing them in a much more impactfull way than could ever happen living out someone else’s story.
Title: “The Immersion Model of Meaning“ – Original Article
Written by: Steve Gaynor(Fullbright.blogspot.com)
Read aloud by: Ryan Wiancko on March 31st, 2009
Feb
Jonas Smith brings us another amazingly insightful and intelligent article today on the question of whether certain game design design aesthetics carry with them particular political ideologies. To find the answer to this question we must delve deep within many of the underlying theories
Title: “Does gameplay have politics?‘ – Original Article
Written by: Jonas Smith (www.jonassmith.dk)
Read aloud by: Ryan Wiancko on February 18th, 2009
Feb
We are proud to present the second article from Borut Pfeifer today. As always Borut skips right over the lighter stuff and tackles another in depth issue of increasing the psychology meaning that games can have on their players through Emergent Player Arcs when we explore avenues for the players actions to have real meaning in the game environment, and not simply along pre-scripted stories
Title: “Emergent Player Character Arcs“ – Original Article
Written by: Borut Pfeifer(www.plushapocalypse.com)
Read aloud by: Ryan Wiancko on February 11th, 2009
Feb
Jonas brings us another great article dealing with Interactive Fiction. Today we look at why it, and it’s tenancies that carry on today in modern game design and story telling are so limited and what we can do to overcome these limitations.
Title: ‘Dragon in the Attic‘ – Original Article
Written by: Jonas Smith (www.jonassmith.dk)
Read aloud by: Ryan Wiancko on February 1st 2009
Jan
It is an honor to welcome the wisdom and insight of Jesper Juul to Industrybroadcast.com and a pleasure to be able to share it with you. In his first piece with us we discuss the differences between Emergent and Progressive games and then uses this theoretical framework to deduce Everquest or any game like it. For it is an obvious point that the rules of the game influence how the game will be played. What Jesper sets out to do in this article is to uncover how this happens.

















