January 7, 2008 Archives

The discussion of Thy Dungeonman and of Adventure are useful to help us consider how the games that went before us have shaped the games that we play now.

Another slide show. See the "Handouts" section of J-Web. This presentation asks you to consider the following, as part of an ongoing discussion on the cultural significance of video games:

  • All art is constrained.
  • Realism is a choice.
  • Art presupposes a critical tradition.
Assigned Text:

Interactive Fiction

To understand what Adams was talking about, you'll have to look more closely at the genre of interactive fiction.

Read Game. There are about 7 or 8 pages to this article. An excellent introduction to the genre.

Read this introduction to interactive fiction.

Play this annotated version of "Colossal Cave Adventure".

Play along with the annotation, and try to get across the crystal bridge. (Gameplay tips: http://brasslantern.org/beginners/beginnersguide-b.html) You'll need to get past the snake, first! Playing IF absolutely requires you to create a map. (Here be hints and tips for Adventure.)

Once you've crossed the crystal bridge, keep playing for as long as the game holds your interest. (I've learned that some people get addicted to this kind of game, while others simply can't stand it.)

Assigned Text:

Koster (Finish)

A conference panel I put together about 5 years ago. The featured speaker was Scott Adams, the creator of the first commercial computer game sold for home PCs. The full audio of the 2-hr panel is available for download, and a full transcript is available as well.

Listen to my introduction and the opening remarks from Scott Adams. Don't miss the audio of the joke about the bear -- the audience reaction is really worth hearing. You can scan the transcripts of the Q & A session.

Storytelling in Video Games
Assigned Text:

History of Video Games

Posted in the Handouts section of J-Web.

(Remember the associated response assignment.)

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