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	<title>Comments on: That Darn Conundrum</title>
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	<link>http://grandtextauto.org/2003/10/22/that-darn-conundrum/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>By: Can we turn the art of story over to the players? — Justin Gibbs</title>
		<link>http://grandtextauto.org/2003/10/22/that-darn-conundrum/comment-page-1/#comment-485270</link>
		<dc:creator>Can we turn the art of story over to the players? — Justin Gibbs</dc:creator>
		<pubDate>Tue, 05 May 2009 01:21:43 +0000</pubDate>
		<guid isPermaLink="false">/?p=105#comment-485270</guid>
		<description>[...] try to create one. Not only it is a technical and interface problem, it&#8217;s a logic problem (That Darn Conundrum). But beyond even that, as an artist you have no idea where to begin. You know how to move an [...]</description>
		<content:encoded><![CDATA[<p>[...] try to create one. Not only it is a technical and interface problem, it&#8217;s a logic problem (That Darn Conundrum). But beyond even that, as an artist you have no idea where to begin. You know how to move an [...]</p>
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		<title>By: What is immersive story? &#124; Immersive Story</title>
		<link>http://grandtextauto.org/2003/10/22/that-darn-conundrum/comment-page-1/#comment-427848</link>
		<dc:creator>What is immersive story? &#124; Immersive Story</dc:creator>
		<pubDate>Fri, 27 Feb 2009 15:38:40 +0000</pubDate>
		<guid isPermaLink="false">/?p=105#comment-427848</guid>
		<description>[...] - Andrew Stern [...]</description>
		<content:encoded><![CDATA[<p>[...] - Andrew Stern [...]</p>
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		<title>By: What is interactive story? &#124; Immersive Story</title>
		<link>http://grandtextauto.org/2003/10/22/that-darn-conundrum/comment-page-1/#comment-417841</link>
		<dc:creator>What is interactive story? &#124; Immersive Story</dc:creator>
		<pubDate>Tue, 17 Feb 2009 08:28:41 +0000</pubDate>
		<guid isPermaLink="false">/?p=105#comment-417841</guid>
		<description>[...] - Andrew Stern [...]</description>
		<content:encoded><![CDATA[<p>[...] - Andrew Stern [...]</p>
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		<title>By: Further reading on narrative construction &#171; Emily Short&#8217;s Interactive Fiction</title>
		<link>http://grandtextauto.org/2003/10/22/that-darn-conundrum/comment-page-1/#comment-308713</link>
		<dc:creator>Further reading on narrative construction &#171; Emily Short&#8217;s Interactive Fiction</dc:creator>
		<pubDate>Sat, 16 Aug 2008 14:54:06 +0000</pubDate>
		<guid isPermaLink="false">/?p=105#comment-308713</guid>
		<description>[...] comes back to traditional issues we&#8217;ve seen before: people re-discovering, for instance, the conflict between freedom, agency, and story. A lot of the techniques suggested (sandboxes where the player has to make his own story; branching [...]</description>
		<content:encoded><![CDATA[<p>[...] comes back to traditional issues we&#8217;ve seen before: people re-discovering, for instance, the conflict between freedom, agency, and story. A lot of the techniques suggested (sandboxes where the player has to make his own story; branching [...]</p>
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		<title>By: Grand Text Auto &#187; GTxA Symposium: Future Directions</title>
		<link>http://grandtextauto.org/2003/10/22/that-darn-conundrum/comment-page-1/#comment-134451</link>
		<dc:creator>Grand Text Auto &#187; GTxA Symposium: Future Directions</dc:creator>
		<pubDate>Fri, 19 Oct 2007 01:48:39 +0000</pubDate>
		<guid isPermaLink="false">/?p=105#comment-134451</guid>
		<description>[...] ama before that &#8212; in addition to that potential, digital fiction can be a very hard, very challenging, and therefore very frustrating and rewarding problem to work on.  Ther [...]</description>
		<content:encoded><![CDATA[<p>[...] ama before that &mdash; in addition to that potential, digital fiction can be a very hard, very challenging, and therefore very frustrating and rewarding problem to work on.  Ther [...]</p>
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		<title>By: IF in the ACM literature, Part Two  &#171; Emily Short&#8217;s Interactive Fiction</title>
		<link>http://grandtextauto.org/2003/10/22/that-darn-conundrum/comment-page-1/#comment-120911</link>
		<dc:creator>IF in the ACM literature, Part Two  &#171; Emily Short&#8217;s Interactive Fiction</dc:creator>
		<pubDate>Tue, 14 Aug 2007 22:14:05 +0000</pubDate>
		<guid isPermaLink="false">/?p=105#comment-120911</guid>
		<description>[...] hit two of an important triad in game design: agency, freedom, story. (Grand Text Auto had a long discussion on the challenge of writing all three of these into a game. It&amp; [...]</description>
		<content:encoded><![CDATA[<p>[...] hit two of an important triad in game design: agency, freedom, story. (Grand Text Auto had a long discussion on the challenge of writing all three of these into a game. It&amp; [...]</p>
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		<title>By: Grand Text Auto &#187; Some Joe Schmo Was First to Experience True Interactive Drama</title>
		<link>http://grandtextauto.org/2003/10/22/that-darn-conundrum/comment-page-1/#comment-108246</link>
		<dc:creator>Grand Text Auto &#187; Some Joe Schmo Was First to Experience True Interactive Drama</dc:creator>
		<pubDate>Tue, 13 Feb 2007 21:14:06 +0000</pubDate>
		<guid isPermaLink="false">/?p=105#comment-108246</guid>
		<description>[...] enacting this vision of interactive drama, at least once, for a single person. 	I&#8217;ve alluded to the similarities between reality TV and interactive drama in the past, [...]</description>
		<content:encoded><![CDATA[<p>[...] enacting this vision of interactive drama, at least once, for a single person. 	I&#8217;ve alluded to the similarities between reality TV and interactive drama in the past, [...]</p>
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		<title>By: Sean</title>
		<link>http://grandtextauto.org/2003/10/22/that-darn-conundrum/comment-page-1/#comment-456</link>
		<dc:creator>Sean</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=105#comment-456</guid>
		<description>&lt;i&gt;Freedom, agency, story -- pick two.&lt;/i&gt;



That is an awesome insight. (I may have seen some of the individual A+B means no C, but I don&#039;t think I&#039;ve seen the 2 of 3 before.)</description>
		<content:encoded><![CDATA[<p><i>Freedom, agency, story &#8212; pick two.</i></p>
<p>That is an awesome insight. (I may have seen some of the individual A+B means no C, but I don&#8217;t think I&#8217;ve seen the 2 of 3 before.)</p>
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		<title>By: Chris Crawford</title>
		<link>http://grandtextauto.org/2003/10/22/that-darn-conundrum/comment-page-1/#comment-457</link>
		<dc:creator>Chris Crawford</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=105#comment-457</guid>
		<description>Good points! I too like the &quot;freedom, agency, story -- pick two&quot; as a clean, elegant expression of the conundrum, although I do not believe that the correct value is 2.00. My guess is that it&#039;s somewhere in the range 2.3 - 2.6. So my clunky restatement of your elegant version is &quot;freedom, agency, story -- pick 2.45&#177; 0.15.&quot;



I&#039;m writing a book on interactive storytelling and I intend to write a chapter on Facade once I figure it out. In the meantime, I really should be spending more time here.



Chris
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		<content:encoded><![CDATA[<p>Good points! I too like the &#8220;freedom, agency, story &#8212; pick two&#8221; as a clean, elegant expression of the conundrum, although I do not believe that the correct value is 2.00. My guess is that it&#8217;s somewhere in the range 2.3 &#8211; 2.6. So my clunky restatement of your elegant version is &#8220;freedom, agency, story &#8212; pick 2.45&plusmn; 0.15.&#8221;</p>
<p>I&#8217;m writing a book on interactive storytelling and I intend to write a chapter on Facade once I figure it out. In the meantime, I really should be spending more time here.</p>
<p>Chris</p>
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