<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-32776102</id><updated>2011-04-22T06:40:41.152+08:00</updated><title type='text'>Narrative and Play In Interactive Media</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>17</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-32776102.post-116417861085952473</id><published>2006-11-22T14:55:00.000+08:00</published><updated>2006-11-26T05:36:56.303+08:00</updated><title type='text'>The Puppet Master</title><content type='html'>&lt;strong&gt;In her paper "The Puppet Master Problem: Design for Real-World, Mission Based Gaming", Jane McGonigal suggests that "the success of the puppet master challenges our assumptions about the kinds of action and interaction that qualify as gameplay, reveal dramatic interpretation to be a viable game mechanic, and demonstrate the value of a dramaturgical perspective for pervasive game design." Discuss how these ideas could be applied to designing elements of narrative and gameplay in interactive media systems. &lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;This question started me thinking about what actually constitutes a game.. because I initially didn't exactly see &lt;em&gt;power play&lt;/em&gt; functioning as a game, but rather as a kind of role-playing simulation. Perhaps it is my limited understanding of these real-world, live action, performance-based missions, but it seems like the "puppets" merely follow a set of instructions, and events will just roll out by themselves thereafter. There is not much of a challenge, and no real goal (because the instructions have already been given such that you will meet that goal). Rather, it is quite similar to a role-playing act: you play by script.&lt;br /&gt;&lt;br /&gt;But whether or not power play constitutes a game, there are compelling ideas that we can incorporate into interactive media gameplay.&lt;br /&gt;&lt;br /&gt;Firstly, is the idea of&lt;strong&gt; self-expression&lt;/strong&gt;. McGonigal established that "puppets" are not entirely powerless as they influence how the script is subsequently written by demonstrating their expectations (through all the elaborate gadgets they were expecting to use). Through the players' interpretation of tasks they demonstrate self-expression - who/what they bring with them, how they pose in their photos, they way they document the completion of their mission etc. Hence, gameplay should not concern itself with whether or not the player is given choice, and the extent of it, but rather.. the avenue for self-expression, how much of it and what kind.&lt;br /&gt;&lt;br /&gt;Secondly, is the idea of &lt;strong&gt;immersive play&lt;/strong&gt;, as the novelty of powerplay is in its real-life setting, such that you take on a pretend-role and feel more empowered (than you normally are in your boring desk job). It may be true that the novelty of powerplay in that it reflects real-life to the extent that you are not given any choice, as McGonigal suggests, but I feel it ultimately boils down to my first point about self-expression - that even in the absence of direct choice, you are still accorded the freedom to push the boundaries and express yourself within the rules of the game. For example, as discussed in class, Halo feels more immersive than NWN as you can wield your sword in the fashion u one instead of just watching your avatar kill the monster in its own way and then miss. Good gameplay must be immersive.&lt;br /&gt;&lt;br /&gt;Thirdly, is the element of &lt;strong&gt;interactivity&lt;/strong&gt;. In this case, the puppets had some control over the script, and due to the nature of powerplay being in the real-world, the PMs accomodated to their puppets expectations instead of the players totally submitting to the system. Hence, good gameplay should be interactive, and we now see that interactive and play are not black and white.&lt;br /&gt;&lt;br /&gt;Lastly, gameplay should ultimately be about &lt;strong&gt;satisfaction and fun&lt;/strong&gt;. Isn't that why we all play in the first place?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-116417861085952473?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/116417861085952473/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=116417861085952473' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/116417861085952473'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/116417861085952473'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/11/puppet-master.html' title='The Puppet Master'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32776102.post-116275207844147251</id><published>2006-11-11T02:38:00.000+08:00</published><updated>2006-11-12T19:41:55.523+08:00</updated><title type='text'>Eskelinen vs Jenkins</title><content type='html'>&lt;strong&gt;Markku Eskelinen, an independent scholar and self-professed "ludologist", in his &lt;/strong&gt;&lt;a href="http://www.electronicbookreview.com/thread/firstperson/astragalian"&gt;&lt;strong&gt;response&lt;/strong&gt;&lt;/a&gt;&lt;strong&gt; to Jenkins' paper "Game Design as Narrative Architecture", says:&lt;/strong&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;br /&gt;According to the well-known phrase of David Bordwell, narration is "the process whereby the film's sjuzet and style interact in the course of cueing and constraining the spectator's construction of the fabula." In games there are other kinds of dominant cues and constraints: rules, goals, the necessary manipulation of equipment, and the effect of possible other players for starters. This means that information is distributed differently (invested in formal rules, for example), it is to be obtained differently (by manipulating the equipment) and it is to be used differently (in moving towards the goal).&lt;br /&gt;&lt;br /&gt;By systematically ignoring and downplaying the importance of these and other formal differences between games and narratives as well as the resulting cognitive differences, Jenkins runs the risk of reducing his comparative media studies into repetitive media studies: seeing, seeking, and finding stories, and nothing but stories, everywhere. Such pannarrativism could hardly serve any useful ludological or narratological purpose.&lt;/blockquote&gt;&lt;br /&gt;&lt;strong&gt;Do you agree with Eskelinen's dismissal of Jenkins' approach? Why/why not?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Eskelinen's response to Jenkins' paper appears to be quite an emotional attempt at defending his own turf… when there is in fact nothing to defend against. Instead of taking sides in the "blood feud" between ludologists and narratologists, Jenkins is in actually taking a step back from it and offering an alternative perspective where narrative and games co-exist. I hence disagree with Eskelinen's dismissal of Jenkin's approach and will show how his main arguments are invalid:&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;1. Jenkins ... reduce[es] all media to story-telling (and story-selling) channels.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Already in the introduction, Jenkins acknowledged the "profound differences between the two media", and that they are often overlooked. In addition, he established that not all games have narratives, hence limiting his discussion to those that have narratives, and that "the experience of playing games can never be simply reduced to the experience of a story". Futhermore, the focus of his discussion is simply to offer middle-ground: to urge ludologists to consider the narrative possibilities that games offer, while narratologists to adapt to the new media, to study the process of narrative comprehension and not to impose the rules and conventions of classical linear storytelling.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;2. Jenkins also misrepresents a dispute (on the usefulness of narratology), important parts of which he seems to be unaware of.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;It is true that Jenkins does not expound on the elementary differences between stories and games, which is not the focus of his text in the first place. His main argument is in fact to offer an alternative third-perspective, using environmental storytelling as a basis for which games could be build upon (using rules, goals, the necessary manipulation of equipment - which he just didn't elaborate upon). Jenkins obviously doesn't see stories and games as black and white, especially with the current state of the improved media, and is exploring the grey area in between. He is thus not misrepresenting the dispute, but applying its arguments to a more modern context, that of "popular traditions".&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;3. Jenkins's "spatial story" is a bit of a naive thematic construct; from the ludological perspective it is simply useless&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I can see where Eskelinen is coming from, as Jenkins does not refer to much gaming jargon. However, his paper is far from useless. He explores extensively different variations of narratives: Evoked, enacted, embedded, and emergent, and warns game designers that "choices about the design and organization of game spaces have narratological consequences", and ultimately there is an overlap of stories and games.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-116275207844147251?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/116275207844147251/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=116275207844147251' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/116275207844147251'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/116275207844147251'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/11/eskelinen-vs-jenkins.html' title='Eskelinen vs Jenkins'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32776102.post-116214785123172494</id><published>2006-10-30T02:49:00.000+08:00</published><updated>2006-11-01T07:05:40.183+08:00</updated><title type='text'>Games of Progression</title><content type='html'>&lt;strong&gt;Jesper Juul distinguishes between games of emergence, where a game is specified as a small number of rules that combine and yield a large number of game variations, and games of progression, where a game presents the player with a series of puzzles or challenges which must be accomplished in a certain order. Discuss whether games of progression, which often attempt to combine a narrative structure with gameplay, are unique to computer-based games.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Games of progression are a defining characteristic of most modern epic videogames, having emerged through the adventure genre. The prevalence of this progressive structure on computer platforms can be attributed to the development of the medium. The quality of graphics and sounds have reached an unprecedented level, providing the perfect tools for environmental storytelling (Jenkins), and a chance to incorporate the narrative element. Furthermore, the sophistication of technology has allowed for complex programming and the implementation of memory, in terms of attributes, scores, and behavior, thereby adding depth and reality to the game.&lt;br /&gt;&lt;br /&gt;Hence, the nature of progression offers a more immersive experience than games of emergence. Progression itself implies the element of time (both narrative time and real playing time) - a player would have to go through a pre-arranged number of nodes to advance in the right direction, as decided by the game designer. The presence of a walk-through also suggests that the game can be completed, making the replayability factor low. This serves as an excellent opportunity for game companies to cash in, considering how absorbing yet ephemeral their product can be $$ :) Nowonder the advent of this genre!&lt;br /&gt;&lt;br /&gt;However, games of progression are not unique to computer-based games. An example of this is the simple children's game of treasure hunt, where instead of nodes, players solve a progressive series of clues to reach their ultimate goal of finding the treasure. The whole underlying concept is very similar: Puzzles are presented to players step-by-step, and players are afforded the freedom to roam about in their environment, except that the only interesting experience is to be had in one direction (an illusion of freeplay). Treasure hunts also take a substantial amount of time to complete, with there being only one solution of getting to the treasure. Having completed it once, it is pointless and boring playing it again.&lt;br /&gt;&lt;br /&gt;In fact, games of progression often emerge in many childrens' games, when one child acts as the 'game designer' and imposes his rules on the others. We often hear him shouting across to his friends (who often are not following his rules) that they have to build up their ammo (collecting 10 erasers), then fortify their base (using whatever they get their hands on), before finally killing off the monster (more often than not the teacher).&lt;br /&gt;&lt;br /&gt;That's my take, from 6 years of working with children every holiday, and being that evil monster :)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-116214785123172494?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/116214785123172494/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=116214785123172494' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/116214785123172494'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/116214785123172494'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/10/games-of-progression.html' title='Games of Progression'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32776102.post-116201286353119712</id><published>2006-10-27T23:07:00.000+08:00</published><updated>2006-11-01T05:57:30.696+08:00</updated><title type='text'>Chronon - and the role of time</title><content type='html'>&lt;strong&gt;How is time represented in the game? Is there a separation of story and discourse time? How does the game's use of time allow for interactivity?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;p&gt;&lt;a href="http://photos1.blogger.com/blogger/3819/109/1600/chronon.gif"&gt;&lt;img style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://photos1.blogger.com/blogger/3819/109/400/chronon.png" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Although not exactly rich in narrative, &lt;a href="http://www.eyezmaze.com/chronon/v0/index.html"&gt;Chronon&lt;/a&gt; is an excellent model for the study of the time element in game design. Chronon refers to a quantum of time, proposed by the theory that time is discontinuous. Hence, the title of the game already suggests the modularity of time, which then forms the basis of interactivity in the game. &lt;/p&gt;&lt;p&gt;In Chronon, the player is thrown into a spatial puzzle beginning with a very short prelude revealing that your little yellow protagonist has been trapped by a big grey monster. Obviously, with a generic plot like this, the player has only one goal, which is to escape. The question is how. &lt;/p&gt;&lt;p&gt;Time is represented in Chronon by units and not via the usual continuous linear order. Yet, time still flows in a chronological way. Players are expected to shuttle back and forth between 8 different units of time, to engineer an escape by clicking and arranging items (at the right time), which would then develop in accordance to the passing of time. Although point-and-click games like these are usually considered very low on the interactivity scale (because there is only one solution to get to the only successful ending), the whole temporal twist elevates it to a higher level: a seemingly insignificant action taken now might produce a vastly different ending – the butterfly effect. &lt;/p&gt;&lt;p&gt;With the ability to 'go back in time' there is no 'past or prior' and we see a convergence of story time and discourse time - they cannot be separated. The entire story takes place from 6:00 to 19:00, and the narrative is told at the exact time the events are taking place, albeit not in a linear fashion. Also, the ability to randomly travel through time continuously changes what had happened, or is going to happen, which makes for a continuously changing narrative that can be very confusing. &lt;/p&gt;&lt;p&gt;The game's use of time provides a platform for free-play, and hence the interactivity. Chronon brings out the essence of the 'save' mode in games, by allowing the user to 'go back', which encourages the user to experiment and not be hindered by the possibility of losing. Along the way, the score indicates what was done right/wrong, ultimately leading to the ideal solution (view the &lt;a href="http://indygamer.blogspot.com/2005/06/chronon-walkthrough.html"&gt;walkthrough&lt;/a&gt;). &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-116201286353119712?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/116201286353119712/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=116201286353119712' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/116201286353119712'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/116201286353119712'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/10/chronon-and-role-of-time.html' title='Chronon - and the role of time'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32776102.post-116122150758897378</id><published>2006-10-19T08:24:00.000+08:00</published><updated>2006-10-19T09:43:38.493+08:00</updated><title type='text'>Scarytales - a game?</title><content type='html'>&lt;strong&gt;Consider the work you created for project 1. Is this work actually a game? Why/why not?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;We initially established that Scarytales wasn't a game, but simply an interactive fiction (IF) where users explore the world through various events and existents. Costikyan's definition of games supports this, but further provides that Scarytales has game elements, and can be potentially a game with a more sophisticated platform, and more time :)&lt;br /&gt;&lt;br /&gt;Scarytales achieves &lt;strong&gt;endogenous meaning&lt;/strong&gt; through both its narrative and structure. It provides unique context - the fairytale world, corrupted by Sadako. Puzzle-solving underscores the entire experience, from finding out the rules to revealing the narrative in story-time, concurrently churning out a new-narrative in real-time (discourse time). This is achieved through &lt;em&gt;some &lt;/em&gt;&lt;strong&gt;interactivity&lt;/strong&gt;, where users must decide where to go and who to talk to, thereby determining the order and detail with which the story unfolds, ultimately leading to three different endings. The rigid point-and-click &lt;strong&gt;structure&lt;/strong&gt; of the game is invisible to the user, which affects the experience but enhances the exploration function. The objective of the game becomes slowly clear - to find the villian. Hence, there is purposeful interaction and is &lt;strong&gt;goal-directed&lt;/strong&gt;. (Users may want to play the game a second time and purposefully die, just to see a different outcome).&lt;br /&gt;&lt;br /&gt;However, there is &lt;strong&gt;little struggle&lt;/strong&gt; in the overall experience. There is no count-down timer in which users are stressed to complete the fiction; no meaningful combat with the villian (just a hit or miss by point clicking); and no competition, human or otherwise. In short, there is no opposition.&lt;br /&gt;&lt;br /&gt;Interestingly enough, Scarytales does provide for all the game pleasures described in LeBanc's taxonomy. There is &lt;strong&gt;sensory pleasure&lt;/strong&gt; in users' immersion; &lt;strong&gt;masochism&lt;/strong&gt; by submitting to the structure; an element of fairytale &lt;strong&gt;fantasy&lt;/strong&gt;; snippets of &lt;strong&gt;narratives&lt;/strong&gt; which draw on already-present knowledge; slight &lt;strong&gt;challenge&lt;/strong&gt; of figuring out the rules; &lt;strong&gt;discovery&lt;/strong&gt; - of new elements; and finally &lt;strong&gt;expression&lt;/strong&gt;, as users can choose paths of success or failure (a reflection on mood and character). &lt;strong&gt;Fellowship&lt;/strong&gt; was also achieved as we held a midnight beta-testing session in the PGP basement, under ambient lighting. This created a very tiny fellowship among our friends who tried the IF, which became a subject of conversation the next day!&lt;br /&gt;&lt;br /&gt;Is a game one if it achieves gaming pleasures yet doesn't fulfill every element of the game as defined by Costikyan? I guess our project meets these pleasures only on a very superficial level, and hence is not a good game, but a mere IF.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-116122150758897378?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/116122150758897378/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=116122150758897378' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/116122150758897378'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/116122150758897378'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/10/scarytales-game.html' title='Scarytales - a game?'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32776102.post-115817020031376540</id><published>2006-09-14T03:54:00.000+08:00</published><updated>2006-09-14T01:56:40.416+08:00</updated><title type='text'>Hypertext</title><content type='html'>&lt;strong&gt;In "Hypertext, Hypermedia and Literary Studies: The State of the Art", Landow and Delany suggest that  “hypertext can be expected to have important institutional as well as intellectual effects, for it is at the same time a form of electronic text, a radically new information technology, a mode of publication, and a resource for collaborative work… Hypertext historicizes many of our most commonplace assumptions, forcing them to descend from the ethereality of abstraction and appear as corollary to a particular technology and historical era. We can be sure that a new era of computerized textuality has begun; but what it will be like we are just beginning to imagine."&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;This passage was written in 1991, at a time when hypertext systems were available in somewhat limited forms such as Hypercard and Intermedia, use of the Internet was largely confined to academic institutions, and the term “World Wide Web” had only just been coined. Now, 15 years later, comment and reflect upon the impact hypertext has had on the world.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;As I was thinking about large complex hypertext systems, Google and Wiki immediately came to mind. Google (mode of publication) is not only a directory made up of hypertext, it is in fact intelligent enough to determine an entire link structure of a webpage and sort according to relevance of your search. Wiki (resource for collaborative work), on the other hand, is not just one hypertexted encyclopedia. It allows anybody to edit its entries, and becomes "both an author's tool and a reader's medium". Moreover, not only is hypertext limited to the academics, it has now spread its reach to the masses.&lt;br /&gt;&lt;br /&gt;What this means is that there is now an information abundance. Almost every word, thing, idea exists as part of a much larger system, which is boundless and indefinite. Proponents of hypertext would argue how this whole wealth of knowledge has served to shrink the world as this phenomenon has bridged the gap between people, location, and time. Hypertext also widens our knowledge, as we can now see the explicit interconnections between ideas, almost without a dead end, especially useful in Research.&lt;br /&gt;&lt;br /&gt;However, information being so abundant and accessible, loses it's value. Society assumes a higher level of knowledge in each and every one of us, since it's so accessible anyway, and thus places less appreciation on original thought and the actual knowledge in a person. Also, collaborative hypertext loses it's credibility and can spark off conflicts. There is also the issue of ownership, as now all text are part of a whole, and collaborative work entails revisions and changes so there is never a final text.&lt;br /&gt;&lt;br /&gt;I do feel that hypertext has effected some revolutionary changes in the way knowledge is held and used in society. However, it is crucial to identify the problems and limitations of this de-centralisation of text, so that we can better the system.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-115817020031376540?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/115817020031376540/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=115817020031376540' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115817020031376540'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115817020031376540'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/09/hypertext.html' title='Hypertext'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32776102.post-115755956831539628</id><published>2006-09-07T00:01:00.000+08:00</published><updated>2006-09-07T00:31:22.386+08:00</updated><title type='text'>Childhood Fantasies</title><content type='html'>&lt;img src="http://minglee.biz/blog/mapjpg.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;For Project1, we chose an array of fairytales and nursery rhymes because of their popularity. We thought it would be fun linking these stories in a quest-like RPG spoofing these familiar stories to show the exciting different possibilities that could arise if users chose the more unfamiliar paths.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-115755956831539628?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/115755956831539628/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=115755956831539628' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115755956831539628'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115755956831539628'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/09/childhood-fantasies.html' title='Childhood Fantasies'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32776102.post-115756399974930241</id><published>2006-09-06T01:31:00.000+08:00</published><updated>2006-09-07T01:33:19.773+08:00</updated><title type='text'>The Lego Series</title><content type='html'>&lt;div align="center"&gt;&lt;a href="http://photos1.blogger.com/blogger/3819/109/1600/pictures.gif"&gt;&lt;img style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://photos1.blogger.com/blogger/3819/109/400/pictures.png" border="0" /&gt;&lt;/a&gt; Click to Enlarge&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-115756399974930241?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/115756399974930241/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=115756399974930241' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115756399974930241'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115756399974930241'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/09/lego-series.html' title='The Lego Series'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32776102.post-115746798024734479</id><published>2006-09-05T22:26:00.000+08:00</published><updated>2006-09-06T23:58:47.000+08:00</updated><title type='text'>Selection</title><content type='html'>&lt;p&gt;&lt;strong&gt;In his paper "Modular Structure and Image/Text Sequences: Comics and Interactive Media", George Legrady states: "Meaning in the interactive work is a result of the sequential selection of components that the viewer assembles in the viewing process. The viewer can then be considered as someone who actively constructs the narrative through the assembling of fragmented or modular information elements. The sequential sum of viewed selections becomes the narrative." This approach to interactivity is reflected in his work &lt;/strong&gt;&lt;a href="http://www.mat.ucsb.edu/~g.legrady/glWeb/Projects/slippery/Slippery.html"&gt;&lt;strong&gt;Slippery Traces&lt;/strong&gt;&lt;/a&gt;&lt;strong&gt;. &lt;/strong&gt;&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Discuss how this approach to constructing a narrative changes the roles of the reader and the author in the process of narrative transmission.&lt;/strong&gt; &lt;/p&gt;&lt;p&gt;The role of the author changes drastically when developing a multi-directional narrative. Not only does he have to come up with a fixed linear narrative, he now has to envision the multitude of possibilities and a whole narrative network of settings, elements and events, which reduces predictability and increases diversity - harnessing the whole idea of interactivity. In a way, the author has to put himself in the shoes of reader, writing narrative possibilities that would most titillate the imagination, and anticipate the form of interactivity that would be most engaging to the reader. Whilst ochestrating the relationships among elements, the author also has to consider the contarian reader who's only aim in life is to break out of the framework/rules. This poses a great problem in designing a perfect working interface which prevents abuse, while trying to achieve as high a level of "free-play" as possible.&lt;/p&gt;&lt;p&gt;The reader now has a more participative and creative role, in which he (should) derive more satisfaction. He is put in power to sequence and assemble "various sets of elements and pre-defined relationships" according to chance and interest, allowing the narrative to evolve in a pre-programmed fashion according to his choices. In this way, the process of closure is transferred from the author to the reader, in that the reader has to connect the different choices he had made into a continuous, linear narrative.&lt;/p&gt;&lt;p&gt;For example, in Slippery Traces, each reader may have a different interpretation on the choices he has made due to the cultural context and environment that he is in. This is also due to the fact that interpretational is based on the relational nature of the meaning of things - "the meaning of things are defined not in themselves, but through their relation to other signs".&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-115746798024734479?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/115746798024734479/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=115746798024734479' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115746798024734479'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115746798024734479'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/09/selection.html' title='Selection'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32776102.post-115746916640427727</id><published>2006-09-05T14:59:00.000+08:00</published><updated>2006-09-05T23:12:46.416+08:00</updated><title type='text'>The Mouse</title><content type='html'>&lt;em&gt;Something quite interesting, by Chris Crawford:&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;The mouse, by itself, has no defined meaning; its input depends completely on the context of the screen. The concept of the mouse includes more than just the plastic doodad we roll around our desks; it necessarily includes the cursor on the scren. We demonstrate our appreciation of this concept whever we refer to the cursor as the mouse.&lt;br /&gt;&lt;br /&gt;Yet "mouse" comprises even more than roller plus image: there's also the software inside the computer that moves the image in response to the motions of the roller. We have to include the CPU in the definition too, becuase it's what actually executes the mouse software.&lt;br /&gt;&lt;br /&gt;The mouse is an input device for interaction, but it is itself a complete interactive process. You speak by moving the mouse; the computer listens to your motion, thinks about it, and speaks back by moving the cursor. You listen by watching the cursor move on the screen, think by comparing its position with our objective, and speak again by moving the mouse some more. thus, the mouse as an input device is an interaction within an interaction.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-115746916640427727?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/115746916640427727/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=115746916640427727' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115746916640427727'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115746916640427727'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/09/mouse.html' title='The Mouse'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32776102.post-115688408939715728</id><published>2006-08-30T20:54:00.000+08:00</published><updated>2006-08-31T12:29:24.913+08:00</updated><title type='text'>The Narrative: Transposition</title><content type='html'>&lt;strong&gt;Choose a narrative that has been expressed in both an interactive and a non-interactive medium, for example the game Tomb Raider and the movie Lara Croft: Tomb Raider. Discuss how the transposition to/from interactive media has changed the narrative. Has the structure of the narrative remained intact?&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;&lt;img style="DISPLAY: block; MARGIN: 0px auto 10px; WIDTH: 400px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://movies.go.com/i/movies/635349/gallery/davinci_27.jpg" border="0" /&gt;&lt;br /&gt;&lt;p&gt;Ah Yes, The Da Vinci Code, transposed two times over from book to film and then to video game. Given the limitations of the cinema (length of movie, budget, religious resistances among othe things), the movie failed to deliver - receiving 156 &lt;a href="http://www.rottentomatoes.com/m/da_vinci_code/"&gt;rotten tomatoes&lt;/a&gt; out of 200. Perhaps it's the incompelete nature of the narrative ("infinite number of plausible intermediate actions or properties" and the &lt;em&gt;Unbestimmtheiten&lt;/em&gt;. Although the movie did adhere closely to the original storyline, the whole experience was different, and unfortunately disappointing. &lt;/p&gt;&lt;p&gt;&lt;img style="DISPLAY: block; MARGIN: 0px auto 10px; WIDTH: 400px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://xboxmedia.gamespy.com/xbox/image/article/710/710344/davinci_rev2_1148680508.jpg" border="0" /&gt;&lt;/p&gt;&lt;p&gt;And then game developers cash in on the whole Da Vinci hype and incorporate the narrative into a video game. You play as Rober Langdon, exploring the different environments and investigating the whole conspiracy. There are two main game mechanics: the puzzles, and the combat. Since code breaking constitutes the plot for The Da Vinci Code, the game stays true to the narrative by recreating these kernels that move the story forward. However, combat mode comes in when your character is confronted with his pursuers, and a tedious simon-says "fight" ensues: you basically mimic a sequence that appears onscreen with your arrow keys. This becomes really long-drawn and tedious after a while which takes your mind away from the story to just mindlessly tapping on your arrow keys. Besides the crappy combat mechanics, the game has endless cut scenes which would be confusing unless you already knew the story (which would be pointless playing the game as you already knew the answers to the puzzles).&lt;/p&gt;&lt;p&gt;On a macro level, the story is transposed rather accurately as the existents and events stay true to the original narrative. On a micro level however, details are omitted and changed due to assumptions in the original text (For example, what Robert Langdon looks like is left to your imagination, and are potrayed differently in the movie and in the game).&lt;/p&gt;&lt;p&gt;In essence, different mediums bring out different aspects of a story. And in the case of interactive media, too much emphasis on interactivity compromises on the discourse, doing great injustice to the narrative.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-115688408939715728?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/115688408939715728/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=115688408939715728' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115688408939715728'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115688408939715728'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/08/narrative-transposition.html' title='The Narrative: Transposition'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32776102.post-115692106569094621</id><published>2006-08-30T14:48:00.000+08:00</published><updated>2006-08-31T02:24:11.406+08:00</updated><title type='text'>The Narrative: Self-Regulation</title><content type='html'>&lt;strong&gt;Interactive media allows for choice and control on the part of the reader/user. What problem does this raise for self-regulation? What, if anything, does this suggest about designing interactive narrative?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;There is no such thing as absolute choice and control in any self-regulated interactive narrative. Take any game that comes to your mind, and we see that there is a kind of set path (narrative) that the player has to take to make the game worthwhile. This set route includes all the kernels which are essential in rolling out the story.&lt;br /&gt;&lt;br /&gt;With an exception of interactive simulation games such as The Sims, there is the essence of free-play (highest level of choice and control) where you can alter almost all the variables in an environment. In these cases, the narrative is not self-regulated, but rather, created by the user as the game progresses. There can be no ending and the narrative just goes on indefinitely - unless you decide to drop all your characters into a blazing inferno.&lt;br /&gt;&lt;br /&gt;This suggests that to keep a narrative in tact, a game cannot be designed to give the end-user total choice and control to do whatever he wants. Rather, it is more of choice and control &lt;em&gt;within&lt;/em&gt; &lt;em&gt;the limits&lt;/em&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-115692106569094621?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/115692106569094621/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=115692106569094621' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115692106569094621'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115692106569094621'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/08/narrative-self-regulation.html' title='The Narrative: Self-Regulation'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32776102.post-115699793896032502</id><published>2006-08-30T12:01:00.000+08:00</published><updated>2006-08-31T12:28:42.076+08:00</updated><title type='text'>The Narrative: Interpretation</title><content type='html'>&lt;strong&gt;Think of an example of the use of narrative in interactive media. With reference to your example, suggest what the “peculiar nature” of interactive media may be, and which narrative effects it may specialize in.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Interactive media shares some close similarities with the cinema. Both being animated visual narratives, they easily "present characters without expressing the contents of their minds" but "cannot avoid a rather precise representation of visual detail".&lt;br /&gt;&lt;br /&gt;However, the 'peculiar nature' of interactive media stems from its variability. The multitude of possibilities mean that:&lt;br /&gt;&lt;br /&gt;1. The &lt;strong&gt;sequence&lt;/strong&gt; of the narrative can be jumbled up depending on choices made by the user, but ultimately lead to the same ending. Take for example mystery-solving interactive games like Cluedo or &lt;a href="http://www.fasco-csc.com/index_e.php"&gt;Viridian Room&lt;/a&gt;, the order which you pick up clues and interprete mystery never matters, and the mystery still unveils itself at the end.&lt;br /&gt;&lt;br /&gt;2. The &lt;strong&gt;many possibilities&lt;/strong&gt; (and many different narratives) that are available between the kernels of the main storyline. For example, in strategy games like Age of the Empires, I can choose how I want to build my empire and defeat my opponents, always with the same objective of conquering the map and winning the game.&lt;br /&gt;&lt;br /&gt;That's all I can think of, really.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-115699793896032502?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/115699793896032502/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=115699793896032502' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115699793896032502'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115699793896032502'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/08/narrative-interpretation.html' title='The Narrative: Interpretation'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32776102.post-115622306251795658</id><published>2006-08-22T23:01:00.000+08:00</published><updated>2006-08-31T12:21:42.173+08:00</updated><title type='text'>Principles of New Media</title><content type='html'>&lt;strong&gt;1. In "What is New Media?" Lev Manovich proposes 5 principles of new media: numerical representation, modularity, automation, variability, and transcoding. Choose an example that you consider to be "new media", and describe it in terms of these principles. What implications do these principles have for narrative and play within interactive media?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;em&gt;Disclaimer: Having no experience with any DTV whatsoever, this paragraph is purely based on what I think and hope the DTV is and will become.&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;One upcoming form of new media seems to be the Digital Television (DTV), an example of the digitalization of analog media. As the name suggests, DTV has numerical representation, as movie-quality images and sounds are transferred by data bits, and is easily programmable. Modularity also exists, as it is precisely these different data bits (smaller independent parts) that form the images on digital television, subject to access without changing the entire programme. DTV also incorporates automation, as it saves the viewer's favourite channels or settings (for example, if I programmed the primetime movie to be shown in widescreen format). Variability also exists as DTV offers viewers a user interface and choices. Click &lt;a href="http://www.pbs.org/opb/crashcourse/enhanced_tv/enhanced_flash_demo.html"&gt;HERE&lt;/a&gt; for a very simple demo. Finally, there is evidence of transcoding as the cultural layer (storyline, fimilogy) influence and are influenced by the computer layer (hardware and data bits).&lt;br /&gt;&lt;br /&gt;These 5 principles naturally lead to the development of interactivity (because choices give people the illusion of power and people love to be in control). Going back to my example, it is now possible to play games or even choose your own ending on DTV, defining a whole new function of the television and blurring the fine line between the television and the computer.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-115622306251795658?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/115622306251795658/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=115622306251795658' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115622306251795658'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115622306251795658'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/08/principles-of-new-media.html' title='Principles of New Media'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32776102.post-115699827719046741</id><published>2006-08-22T10:21:00.000+08:00</published><updated>2006-08-31T12:29:53.396+08:00</updated><title type='text'>Interactivity</title><content type='html'>&lt;strong&gt;2. Manovich questions the usefulness of the term interactivity, suggesting that "once an object is represented in a computer, it automatically becomes interactive. Therefore, to call computer media 'interactive' is meaningless – it simply means stating the most basic fact about computers." In contrast, in "What exactly is Interactivity?" Chris Crawford proposes a much stricter definition of interactivity. Compare these differing views, with reference to your own experience of interactive media systems.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Seemingly contradictory, Manovich and Crawford's idea of interactivity is actually very similar. Interactivity is a subjective concept (mostly dependent on the end user) and should be measured on a relative scale (i.e. the degree of interactivity).&lt;br /&gt;&lt;br /&gt;I concur more with Crawford's narrower definition of interactivity, in terms of a (metaphorical) conversation: a cyclic process in which two actors alternately listen, think, and speak, where the quality of each individual step determines the overall interactivity of the conversation.&lt;br /&gt;&lt;br /&gt;In addition, I feel that the degree of freedom and choice also determines the degree of interactivity (which ironically compromises the narrative aspect). As a simple example, a more interactive character would be able to walk right, left, forward and backwards, instead of just forward.&lt;br /&gt;&lt;br /&gt;I would also like to think of interactivity as having an element of surprise. In an engaging conversation, there is a sense of free play as I would certainly not be able to predict the responses I would receive. In the case of some computer media, what happens is merely an instructional process (the computer merely reacts in accordance to my instructions). This is akin to a one-way conversation: me talking to myself. Definitely mininal interactivity there.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-115699827719046741?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/115699827719046741/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=115699827719046741' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115699827719046741'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115699827719046741'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/08/interactivity.html' title='Interactivity'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32776102.post-115699843780667989</id><published>2006-08-22T03:24:00.000+08:00</published><updated>2006-08-31T12:30:45.270+08:00</updated><title type='text'>Run Lola Run</title><content type='html'>&lt;strong&gt;3. Narrative, interactivity and play - how does Run Lola Run reflect these concerns? How does this relate to Manovich's concept of transcoding?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;img style="DISPLAY: block; MARGIN: 0px auto 10px; WIDTH: 400px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://www.weeklyfilm.com/images/Moviepics/runlola1.jpg" border="0" /&gt;Lola promises to obtain 100,000 marks for Manni in the twenty minutes she has. Manni would die otherwise. Clearly there is a narrative: a story, climax, and a timeline.&lt;br /&gt;&lt;br /&gt;Many times after a movie (especially one with a tragic ending), audiences moan at the stupidity of the protagonist and ask the question "What if?" In Run Lola Run, the director reads the minds of these audiences and plays out three possible endings to the situation at hand. In this way, there is some sort of engagement between the film and the audience, and interactivity in a way that the final ending turns out to happy one (The audience would have chosen that ending anyway, right?) This is a case of prodding audiences in the right direction to the obvious choice. They have a choice, but only one choice.&lt;br /&gt;&lt;br /&gt;Other than that, I'm frankly not sure how interactive the film is.&lt;br /&gt;&lt;br /&gt;The whole cinematography mimicked that of a computer game - the heart-thumping music, the multi-angled camera views, the still frames, and even Lola's fiery red mop (The characters you control in games are usually very visually striking). The film also explore 3 different realities, something only possible in the gaming world (You normally have three lives and would not make the same mistake over and over again). We also witness the importance of variables in interactive media, allowing users to push the boundaries within a set framework, and explore different options which would ultimately lead to different endings.&lt;br /&gt;&lt;br /&gt;The film is a clear example of the butterfly effect, in which a tiny variation in the initial stage leads to an astronomical devastating change at the end. Hence, we see the cultural layer and computer layer fusing together in one that Manovich calls transcoding.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-115699843780667989?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/115699843780667989/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=115699843780667989' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115699843780667989'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115699843780667989'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/08/run-lola-run.html' title='Run Lola Run'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32776102.post-115565737356114527</id><published>2006-08-16T20:56:00.000+08:00</published><updated>2006-08-16T22:24:08.453+08:00</updated><title type='text'>Numero Uno</title><content type='html'>&lt;span style="font-family:verdana;"&gt;Modifying the Blogger template is like battling dungeons and dragons. Tried to incorporate a little interactivity, with the help of open source :)&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;"&gt;And for the obligatory introduction...&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;"&gt;I'm Min Xuan, in bizad, a fortunate year1 currently facing a bleeding general account. I'm usually quite random, and often itching to try out something new. There was this phase in which I was crazy about interactive flash, animation and photography, which culminated in the startup of my design company. Pardon the subtle advertising :)&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;"&gt;For my daily dose of online games, I rely on &lt;a href="http://jayisgames.com/"&gt;http://jayisgames.com/&lt;/a&gt;. Quite an amazing variety of gameplay, though rarely narrative. Enjoy!&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32776102-115565737356114527?l=cursoryplay.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://cursoryplay.blogspot.com/feeds/115565737356114527/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32776102&amp;postID=115565737356114527' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115565737356114527'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32776102/posts/default/115565737356114527'/><link rel='alternate' type='text/html' href='http://cursoryplay.blogspot.com/2006/08/numero-uno.html' title='Numero Uno'/><author><name>minxuan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry></feed>
