Category Archives: Scripting the Interactor

Return to the Holodeck

In the 14 years since the publication of Hamlet on the Holodeck, there has been a rich and diverse expressive practice at the intersection of storytelling and interactivity.  This talk, which I gave as part of Georgia Tech’s GVU Brown Bag series in October 2011, surveys some representative examples of computational narrative forms and identifies  promising areas for innovation.

Simulating Heroism

Earlier this semester one of my students showed a Sony Playstation promotional video called Michael  in which characters from multiple videogames gather in a bar. A Globe and Mail column describes the scene like this:

“Michael” is a two-minute live-action film featuring characters from more than a dozen games that have appeared on PlayStation platforms. It begins with a pair of Second World War soldiers from Call of Duty parachuting through the night into a forest. The duo make their way through the shadows to a dimly lit pub, where they find PlayStation-exclusive heroes including God of War’s Kratos, Uncharted’s Nathan Drake, and LittleBigPlanet’s Sack Boy mingling with personalities from popular multiplatform franchises including PortalAssassin’s Creed, and Metal Gear Solid. Continue reading

The Elusive Writerly Cow

A recent  NPR Interview  with my colleague the game designer and theorist Ian Bogost endearingly focused on his frustration at having accidentally made an enjoyable game.

The Facebook game Cow Clicker was meant to parody Zynga's Farmville and expose its inanity and cynical commercialism. Instead it became a hit.

Cow Clicker was  meant to parody  the wildly successful Facebook game Farmville,  exposing its unchallenging and pointless gameplay and its cynical commercialism. But  to Bogost’s dismay his intentionally boring game unexpectedly attracted 50,000 users.  Stunned out of his customary ironic detachment, Bogost found himself unable to resist the direct “pleasure” of having people play his game.  He began to pay attention to what they liked and to fulfill their requests, though he was bothered by their unironic pleasure in the gameplay. In order to reinforce his satiric intent, Bogost  tried to subvert the game by charging ridiculous amounts of money for obviously worthless virtual items. To his dismay, people paid and continued to enjoy the game.   Eventually he resorted to outright destruction, starting a counter that ended with a satisfyingly absurd “rapture” that left no cows standing, just a little clickable shadow in the pasture: a “cowpocalypse”!

Continue reading

Who is “YOU”? Person – Player – Character

 

Who is the "You" being addressed in this game?

Continue reading

Siri as Pretty Good Companion

In Inventing the Medium  I devote a chapter to the Companion Model as one way of scripting the interactor. I talk about the recurring fantasy of the computer as a perfect mind-reading servant.  Siri, the voice-activated app on the iPhone, is the most ambitious attempt so far at creating a servant companion and its successes and failures illustrate the principles in this chapter.
Continue reading

Are Games a Medium?

The publication of Ian Bogost’s How to Do Things with Videogames has opened up the question of whether or not games are a medium in themselves or just a part of the larger medium of software systems (as one reviewer suggests) or as I would call it, the digital medium. Continue reading

The Onion on Steve Jobs’ Minimalism

In my previous post I discussed what was admirable about Steve Jobs as a designer, and ITM includes many examples of innovative design from Apple.  But the Apple emphasis on minimalism could also get in the way of good design, so it is sometimes useful for offering good examples of bad design. Continue reading