<?xml version="1.0" encoding="utf-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: GTxA Symposium: Future Directions</title>
	<atom:link href="http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/feed/" rel="self" type="application/rss+xml" />
	<link>http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
	<lastBuildDate>Thu, 30 Sep 2010 22:43:57 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.2</generator>
	<item>
		<title>By: What is interactive story? &#124; Immersive Story</title>
		<link>http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/comment-page-1/#comment-429254</link>
		<dc:creator>What is interactive story? &#124; Immersive Story</dc:creator>
		<pubDate>Sun, 01 Mar 2009 02:26:00 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/#comment-429254</guid>
		<description>[...] - Andrew Stern GTxA Symposium: Future Directions [...]</description>
		<content:encoded><![CDATA[<p>[...] &#8211; Andrew Stern GTxA Symposium: Future Directions [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: What is immersive story? &#124; Immersive Story</title>
		<link>http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/comment-page-1/#comment-427851</link>
		<dc:creator>What is immersive story? &#124; Immersive Story</dc:creator>
		<pubDate>Fri, 27 Feb 2009 15:39:58 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/#comment-427851</guid>
		<description>[...] - Andrew Stern GTxA Symposium: Future Directions [...]</description>
		<content:encoded><![CDATA[<p>[...] &#8211; Andrew Stern GTxA Symposium: Future Directions [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Grand Text Auto &#187; Transparency, or Not? It Remains Unclear</title>
		<link>http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/comment-page-1/#comment-219578</link>
		<dc:creator>Grand Text Auto &#187; Transparency, or Not? It Remains Unclear</dc:creator>
		<pubDate>Fri, 14 Mar 2008 07:22:46 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/#comment-219578</guid>
		<description>[...] you probably know, I too believe agency is of primary importance for satisfying interactive characters and [...]</description>
		<content:encoded><![CDATA[<p>[...] you probably know, I too believe agency is of primary importance for satisfying interactive characters and [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jerz's Literacy Weblog</title>
		<link>http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/comment-page-1/#comment-135533</link>
		<dc:creator>Jerz's Literacy Weblog</dc:creator>
		<pubDate>Wed, 07 Nov 2007 00:53:50 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/#comment-135533</guid>
		<description>&lt;strong&gt;Playing it Safe&lt;/strong&gt;

On Grand Text Auto, Andrew Stern writes a good post about the distinction between character-driven games and purely linear narrative (which makes for a poor gaming experience).No one can disagree that games should be &quot;player-driven&quot;, another way of s...</description>
		<content:encoded><![CDATA[<p><strong>Playing it Safe</strong></p>
<p>On Grand Text Auto, Andrew Stern writes a good post about the distinction between character-driven games and purely linear narrative (which makes for a poor gaming experience).No one can disagree that games should be &#8220;player-driven&#8221;, another way of s&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Grand Text Auto &#187; Playing it Safe</title>
		<link>http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/comment-page-1/#comment-135516</link>
		<dc:creator>Grand Text Auto &#187; Playing it Safe</dc:creator>
		<pubDate>Tue, 06 Nov 2007 16:52:40 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/#comment-135516</guid>
		<description>[...] ould be &#8220;player-driven&#8221;, another way of saying games with high agency.  I take a purist&#8217;s view on this; I quickly lose interest in games that tell m [...]</description>
		<content:encoded><![CDATA[<p>[...] ould be &#8220;player-driven&#8221;, another way of saying games with high agency.  I take a purist&#8217;s view on this; I quickly lose interest in games that tell m [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: JustinGibbs.com</title>
		<link>http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/comment-page-1/#comment-134871</link>
		<dc:creator>JustinGibbs.com</dc:creator>
		<pubDate>Thu, 25 Oct 2007 04:58:17 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/#comment-134871</guid>
		<description>&lt;strong&gt;The key to interactive story is scenes&lt;/strong&gt;

</description>
		<content:encoded><![CDATA[<p><strong>The key to interactive story is scenes</strong></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: andrew</title>
		<link>http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/comment-page-1/#comment-134463</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Fri, 19 Oct 2007 03:51:33 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/#comment-134463</guid>
		<description>&lt;i&gt;work that designs around the crippling limitations of today’s forms&lt;/i&gt;

I usually feel they&#039;re too crippling for me to spend my time with.  I&#039;m an impatient guy, what can I say.  I can take a &quot;glass half-full&quot; viewpoint, but why?  I loved games when I was younger, and still enjoy good gameplay, but at the end of the day, until these crippling limitations are overcome, other than sampling games to keep up with what&#039;s out there, I&#039;d rather spend my limited free time with the best novels, movies and TV shows, immersing myself in excellent literature, drama and comedy.  (It might be different if I were more of an action or SF fan.) 

And of course, spend work time developing approaches to overcome those crippling limitations.

&lt;i&gt;Or are both of them non-interactive stories and we’re only talking about systems that try to let you really influence the shape of the story?&lt;/i&gt;

Games like &lt;i&gt;PoP:SoT&lt;/i&gt; are minimally interactive stories, with mostly local agency, and little or no global agency.  I love good gameplay, and many games have good gameplay, including &lt;i&gt;PoP:SoT&lt;/i&gt;.  And I can enjoy certain hypertext fictions, adjusting my expectations for what the form allows.

But to date I&#039;ve yet to find any digital fiction, game or otherwise, that succeeds, or satisfies me, as an &lt;a href=&quot;http://grandtextauto.org/2005/05/24/toward-authentically-interactive-characters-and-stories/&quot;&gt;authentic interactive story&lt;/a&gt;.  &lt;i&gt;Façade&lt;/i&gt;  included, of course.

I totally agree with that David Radosh &lt;a href=&quot;http://grandtextauto.org/2007/09/28/games-a-backward-looking-medium/&quot; rel=&quot;nofollow&quot;&gt;&lt;i&gt;NYTimes&lt;/i&gt; op-ed&lt;/a&gt; from a few weeks ago.  &lt;a href=&quot;http://www.radosh.net/archive/002053.html&quot; rel=&quot;nofollow&quot;&gt;Radosh was intrigued&lt;/a&gt; to learn about &lt;i&gt;Façade&lt;/i&gt;, btw.

&lt;a href=&quot;http://grandtextauto.org/2007/09/28/games-a-backward-looking-medium/#comment-134462&quot;&gt;Admittedly&lt;/a&gt;, some games are making good progress towards interactive action stories, but the themes and content of the action genre is still too limited for me.

</description>
		<content:encoded><![CDATA[<p><i>work that designs around the crippling limitations of today’s forms</i></p>
<p>I usually feel they&#8217;re too crippling for me to spend my time with.  I&#8217;m an impatient guy, what can I say.  I can take a &#8220;glass half-full&#8221; viewpoint, but why?  I loved games when I was younger, and still enjoy good gameplay, but at the end of the day, until these crippling limitations are overcome, other than sampling games to keep up with what&#8217;s out there, I&#8217;d rather spend my limited free time with the best novels, movies and TV shows, immersing myself in excellent literature, drama and comedy.  (It might be different if I were more of an action or SF fan.) </p>
<p>And of course, spend work time developing approaches to overcome those crippling limitations.</p>
<p><i>Or are both of them non-interactive stories and we’re only talking about systems that try to let you really influence the shape of the story?</i></p>
<p>Games like <i>PoP:SoT</i> are minimally interactive stories, with mostly local agency, and little or no global agency.  I love good gameplay, and many games have good gameplay, including <i>PoP:SoT</i>.  And I can enjoy certain hypertext fictions, adjusting my expectations for what the form allows.</p>
<p>But to date I&#8217;ve yet to find any digital fiction, game or otherwise, that succeeds, or satisfies me, as an <a href="http://grandtextauto.org/2005/05/24/toward-authentically-interactive-characters-and-stories/">authentic interactive story</a>.  <i>Façade</i>  included, of course.</p>
<p>I totally agree with that David Radosh <a href="http://grandtextauto.org/2007/09/28/games-a-backward-looking-medium/" rel="nofollow"><i>NYTimes</i> op-ed</a> from a few weeks ago.  <a href="http://www.radosh.net/archive/002053.html" rel="nofollow">Radosh was intrigued</a> to learn about <i>Façade</i>, btw.</p>
<p><a href="http://grandtextauto.org/2007/09/28/games-a-backward-looking-medium/#comment-134462">Admittedly</a>, some games are making good progress towards interactive action stories, but the themes and content of the action genre is still too limited for me.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: noah</title>
		<link>http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/comment-page-1/#comment-134445</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Fri, 19 Oct 2007 01:20:54 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2007/10/18/gtxa-symposium-future-directions/#comment-134445</guid>
		<description>I think part of the reason I’m “more generous” (as you put it) is that I enjoy the things being made by people who are doing work that designs around the crippling limitations of today’s forms. I thought Prince of Persia: The Sands of Time was a blast to play and a successful story experience, even if it achieved that success by basically giving the player no influence on the structure of the story and very little influence on the dialogue. But the story still took place in the same world where the player has a lot of influence: the world of platforming and combat.

Obviously, I think there’s a lot of unexplored potential in making the story itself playable. But I’m pretty surprised to hear that “there is not yet an interactive story that [you] truly enjoy.”

Or is it that you don’t count things like PoP:SoT as interactive stories? If so, what threshold do things have to fall below to get out of the category? Are hypertext fictions, in which the audience has no influence on the structure of the story, but can explore a network of language portraying it, counted as non-successful interactive stories while games are counted as a successful non-interactive stories? Or are both of them non-interactive stories and we’re only talking about systems that try to let you really influence the shape of the story?

If we’re only talking about systems that try to let you have a significant influence on the outcome of the story, I’m not surprised you haven’t played one you really like — almost none have been made, right?</description>
		<content:encoded><![CDATA[<p>I think part of the reason I’m “more generous” (as you put it) is that I enjoy the things being made by people who are doing work that designs around the crippling limitations of today’s forms. I thought Prince of Persia: The Sands of Time was a blast to play and a successful story experience, even if it achieved that success by basically giving the player no influence on the structure of the story and very little influence on the dialogue. But the story still took place in the same world where the player has a lot of influence: the world of platforming and combat.</p>
<p>Obviously, I think there’s a lot of unexplored potential in making the story itself playable. But I’m pretty surprised to hear that “there is not yet an interactive story that [you] truly enjoy.”</p>
<p>Or is it that you don’t count things like PoP:SoT as interactive stories? If so, what threshold do things have to fall below to get out of the category? Are hypertext fictions, in which the audience has no influence on the structure of the story, but can explore a network of language portraying it, counted as non-successful interactive stories while games are counted as a successful non-interactive stories? Or are both of them non-interactive stories and we’re only talking about systems that try to let you really influence the shape of the story?</p>
<p>If we’re only talking about systems that try to let you have a significant influence on the outcome of the story, I’m not surprised you haven’t played one you really like — almost none have been made, right?</p>
]]></content:encoded>
	</item>
</channel>
</rss>

