Thursday, March 26, 2009
CH 22
CH 22 was another case study, this one about the pandora directive. It was rather interesting, and i enjoyed reading about the game. The only real term i learned was parrallel structure, which is basically just a game (or web page i suppose) where a gamer can pick different paths in a story that can give a variety of endings. The parrellel structure is different from a linear one in that the operator has a say in where the story is going, in fact, the story's ending is governed by the choices the operator makes.
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I'm commenting on my own since no one else posted. Random person: Jake, i think you nailed it right on the head! I couldn't agree with you more! May i also say i like your hair today and shoes look mighty fine! Exclamation!
ReplyDeleteyou're not alone, jake. am here reading your excellent entry. the only thing i wanna add from the chapter i guess is that there may be some complexity involved in planning as each character, actions, etc. had to be well-thought out in advance to provide effective options for the player. it can be a pain, yes, especially while branching out parallel paths (did you see the crazy flowchart i showed yesterday in class?) but it should be worth it.
ReplyDeletei guess some interactive narrative writers get a kick out of it.
...though i can't comment much on your hair nor your shoes yesterday. =)
hey, did you blog while we were doing Flash???
tsk tsk,
florence =)
Hmm . . this really isn't a comment on your post . . . but don't you think that dialogue flowchart was confusing? Are we going to have to write one of those? Because that is way crazy. I hope never to actually have a job that involves flowcharts . . .
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