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Oct

We are excited to re-read you the first of many of Joris Dormans Acedemic Papers on Game Design.  The one delves deeply into the role that Mythology has played in traditional story telling and the importance it will play as well as how it is evolving for Modern Games.

Title: ‘The Hacker: New Mythical Content for Narrative Games’

Written by: Joris Dormans(www.jorisdormans.nl)

Re-Read aloud by: Ryan Wiancko on October 11th, 2010

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Rating: 6.5/10 (2 votes cast)

Sep

So here we have the second half of this impressive article.. Not only the longest piece on IB but definitely one of the longest time wise to produce for me.  That is mainly because of this new ‘Radiolab inspired’ style that I’m attempting here.  I would love love love your feedback as for how I can improve this, what’s working and what isn’t.. So don’t be shy, leave a comment below and lay it on me!

Title: ‘The Road Not Taken – The How’s and Why’s of Interactive Fiction’Part 2

Written by: Jonas Smith(www.jonassmith.dk)

Re-Read aloud by: Ryan Wiancko on September 7th 2010

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Rating: 10.0/10 (1 vote cast)

Sep

In this impressive article we take an incredibly indepth look at Interactive Fiction, outlining it’s roots and history as well as taking a serious acedemic look at not only it’s potential but more importantly the questions we need to begin asking before we can even start to understand it’s limitations and potential.

Title: ‘The Road Not Taken – The How’s and Why’s of Interactive Fiction’

Written by: Jonas Smith(www.jonassmith.dk)

Re-Read aloud by: Ryan Wiancko on September 26th, 2008

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Rating: 10.0/10 (3 votes cast)

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

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Rating: 7.5/10 (2 votes cast)

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

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Rating: 10.0/10 (2 votes cast)

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

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Rating: 10.0/10 (1 vote cast)

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

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Rating: 0.0/10 (0 votes cast)

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

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Rating: 0.0/10 (0 votes cast)

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

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Rating: 0.0/10 (0 votes cast)

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

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Rating: 0.0/10 (0 votes cast)
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