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01/02/2007

Second Person

J’avais adoré First Person, publié par le MIT il y a quelques années de cela.

 

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Voici la suite, Second Person. Comme son prédécesseur, SP explore un large pan de la culture ludique et du game design. Si il est aussi bon que le premier, il rejoint la liste des livres à lire avant de prétendre savoir ce que sont les jeux vidéo…

 

 

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How should we explain to someone what a game is?

 

I imagine that we should describe games to him, and we might add: “This and similar things are called ‘games.’” And do we know any more about it ourselves? Is it only other people whom we cannot tell exactly what a game is?

 

But this is not ignorance. We do not know the boundaries because none have been drawn.

 

– Ludwig Wittgenstein, Philosophical Investigations, aph. 69.

 

[ via Grand Text Auto ]

 

I

AU PROGRAMME

Tabletop Systems

 
 
  Games, Storytelling, and Breaking the String
Greg Costikyan
5
 
  On the Wild Cards Series
George R. R. Martin
15
 
  From the Basement to the Basic Set
The Early Years of Dungeons & Dragons
Erik Mona
25
 
  Narrative Structure and Creative Tension in Call of Cthulhu
Kenneth Hite
31
 
  On “The Haunted House”
Keith Herber
41
 
  On Character Creation in Everway
Jonathan Tweet
45
 
  Storytelling Games as a Creative Medium
Will Hindmarch
47
 
  Structure and Meaning in Role-Playing Game Design
Rebecca Borgstrom
57
 
  My Life with Master: The Architecture of Protagonism
Paul Czege
67
 
  Making Games That Make Stories
James Wallis
69
 
  Creating a Meaning-Machine
The Deck of Stories Called Life in the Garden
Eric Zimmerman
81
 
  Design Decisions and Concepts in Licensed Collectible Card Games
Eric Lang; Assisted by Pat Harrigan
85
 
  One Story, Many Media
Kevin Wilson
91
 
  On Mystery of the Abbey
Bruno Faidutti
95
 
  On Life's Lottery
Kim Newman
99
 
II. Computational Fictions 107
 
  The Sands of Time: Crafting a Video Game Story
Jordan Mechner
111
 
  On And Then There Were None
Lee Sheldon
121
 
  On Solitaire
Helen Thorington
125
 
  Enlightening Interactive Fiction
Andrew Plotkin's Shade
Andrew Douglass
129
 
  The Creation of Floyd the Robot in Planetfall
Steve Meretzky
137
 
  Fretting the Player Character
Nick Montfort
139
 
  On Savoir-Faire
Emily Short
147
 
  Pax, Writing, and Change
Stuart Moulthrop
149
 
  RE: Authoring Magritte:
The Brotherhood of Bent Billiard
Talan Memmott
157
 
  On Soft Cinema: Mission to Earth
Lev Manovich
159
 
  On Juvenatege
Marie-Laure Ryan
163
 
  On Twelve Easy Lessons to Better Time Travel
Marc C. Marino
165
 
  Deikto: A Language for Interactive Storytelling
Chris Crawford
169
 
  GRIOT's Tales of Haints and Seraphs
A Computational Narrative Generation System
D. Fox Harrell
177
 
  Writing Façade: A Case Study in Procedural Authorship
Michael Mateas and Andrew Stern
183
 
  On The Breakup Conversation
Robert Zubek
209
 
  On The Archer’s Flight
Mark Keavney
213
 
III. Real Worlds  
 
  Prismatic Play
Games as Windows on the Real World
John Tynes
221
 
  On John Tynes's Puppetland
Sean Thorne
229
 
  Video Games Go to Washington
The Story behind The Howard Dean for Iowa Game
Ian Bogost and Gonzalo Frasca
233
 
  Political Activism
Bending the Rules

Kevin Whelan
247
 
  The Puppet Master Problem
Design for Real-World, Mission-Based Gaming

Jane McGonigal
251
 
  On A Measure for Marriage
Nick Fortugno
265
 
  On unexceptional.net
Robert Nideffer
269
 
  On Itinerant
Teri Rueb
273
 
  Finding the Game in Improvised Theaters
Tim Uren
279
 
  On Adventures in Mating
Joe Scrimshaw
285
 
  Santaman's Harvest Yields Questions, or
Does a Performance Happen if It Exists in a Virtual Forest?
Adriene Jenik
289
 
  Me, the Other
Torill Elvira Mortensen
297
 
  A Network of Quests in World of Warcraft
Jill Walker
307
 
  Communities of Play
The Social Construction of Identity in Persistent Online Game Worlds
Celia Pearce and Artemesia
311
 
  Eliza Redux
Adrianne Wortzel

 

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