Thursday, April 2, 2009

Chapter 23

Seriously, what's with the case studies!? I'm sick of them!
This case study did have good examples of dialogue interactivity though. I think this game would be really hard to write because it is a very complex, interactive story. The players are given so much freedom to roam this world so the writers have to write for every possible storyline that the player might follow.
It is nice to learn about new programs, such as DreamFactory, even if we don't have a chance to actually use them ourselves. I wish we could learn how to use more programs like this.

3 comments:

  1. I concur. I think the case studies are kinda gettin old. Teaching by example is good, but not when you use it all the time. The author introduces minimal information in vast quantities of text. It's interesting to learn about the game and how it was developed but not extremely educational.

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  2. The information in the case studies did seem to repeat throughout the chapter. The sections that I got the most out of were the drawbacks to a particular program (helped me to troubleshoot) and the actual walkthrough examples.

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  3. exploring different types of narrative (interactive) writing through the chapters/case studies may involve a lot of work, confusing info, and may seem dense at times, but the purpose really is to expose ourselves to the planning/concepts that each writer use to produce a story. knowing some repetitive stuff does not necessarily have to be bad -- just a sign that you have picked up some relevant principles that you might want to adopt in your projects.

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