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www.dichtung-digital.de/Theorie/index-e.htm
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Adventures as
happening and "ac-counting"
[German]
Despite all
talk of open art, interactive literature or
cinematisation it is adventure games which describe
those problems of graphic theory and organization
of databases of which they historically originate
from. Claus Pias is doing research on the first
adventure games, introduces us to their ontology of
data and topology and asks what can be counted or
accounted as a (narrative) happening under these
circumstances
http://www.dichtung-digital.com/2002/03-15-Pias.htm
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Diving into the
Otherworld. Immersion and virtuality
[German]
In books,
movies and computer games you often find stories of
fantastic happenings and immersions. A protagonist
follows a white bunny, is swept away by a storm,
swallows a colorful pill ... and finds him- or
herself all of a sudden in a parallel world of
which he had no knowledge. Daniel Ammann uses a few
very illustrative examples in his search for
central constituents of immersive experience.
http://www.dichtung-digital.com/2002/03-15-Ammann.htm
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"Unreality":
Space as subtraction of world. Games between
reality and possibility [German]
What kind of
concepts are used to build games? A comparison of
concepts for building spaces in the games "Myst III
Exile" and "Unreal Tournament" shows some basic
differences: an additive and constructed world, in
which topographical borders are a conceptual part
of the game. On the other side a world full of
(narrative) possibilities of which levels can be
cut out. The ego-shooter and multiplayer game
Unreal turns fundamental (game) aesthetics and
formalities upside down.
http://www.dichtung-digital.com/2002/03-08-Suter.htm
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Object oriented
gaming [German]
I am that what
I can control! or why Gregor Samsa would wake up as
PacMan in our computer age ... - Starting up a new
game who doesn't know the feeling, suddenly not
knowing anymore who or what you are, what to do and
how to move. That is how Gregor Samsa must have
felt when he woke up as a bug in Franz Kafka's
story... Mirjam Weder shares some thoughts with us
on the fact, that computer games are made from
objects which can be controlled and manipulated by
the player to different degrees.
http://www.dichtung-digital.com/2002/03-06-Weder.htm
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Genettes mode of
"Ordnung". Is it the central problem of narrative
for children on CD-ROM? [German]
Childrens
stories which were adapted for computer games try
to unite narrative and ludic structures. These
connections have to overcome the gap between fixed
temporal organization of narrative and free choice
of ludic structures. Bünger's contribution
analyzes the problem with methods of narrative
theory and outlines prototypical models
http://www.dichtung-digital.com/2002/03-06-Buenger.htm
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Game worlds.
Pixel-books make (hi)story [German]
Compared with a
fictional print-text narrative structures and marks
of fictionality (if ... then) in the games "Myst",
"Riven" and "Myst III: Exile" are deeply
interrelated with the paradigm of the image. Mela
Kocher analyzes the diaries of these games, focuses
on the procedures of experiencing games and text
via the magic linking books and the prison notes
the player has to immerse herself into while
exploring the island worlds.
http://www.dichtung-digital.com/2002/03-01-Kocher.htm
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