However, running parallel to the evolution of these [graphic] games was a family of explicitly, un- ashamedly narrative titles. Colossal Cave Adventure (Crowther & Woods, 1977), Zork I (1980), and Adventureland (Andventure International, 1978) have equal importance in the evolution of video games, but rarely receive the same kind of general, mainstream popular cultural appreciation as their graphical rivals. These games focused almost entirely on the story and the characters within the game world, although this was usually bound up in a ludic context where puzzles, mazes and syntactic difficulties served to artificially elongate the experience (Metzler, 2008; Scott, 2010). Many of these titles were text-based—the limitation of com- puter systems at the time was such that it was difficult to tell a truly compelling story using the graphical representations available. Those titles that focused on exploration and puzzles were typically known as “text adventures.” Those looking to focus more on the story and characters tended to self-identify as “interactive fiction” (Plotkin, 2011). — Michael James Heron & Pauline Helen Belford, Journal of Games Criticism (PDF)
All of Your Co-Workers are Gone: Story, Substance, and the Empathic Puzzler
What if the most underrated skill in sch...
Academia
xkcd: Types of Editors.
Amusing
It can be scary outside the box. A unive...
Academia
I haven't taken the plunge and installed...
Business
In addition to being almost universally ...
Current_Events
In the Nightly Noodle Monthly, former No...
Current_Events




Aaron Kashtan liked this on Facebook.
Greg Kerestan liked this on Facebook.
I just had my students read a different article by the same authors on a similar topic.