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Re: [MUD-Dev] Narrative, quest design, and the solution of in-game problems
----- Original Message -----
From: "J C Lawrence" <claw#cp,net>
To: <mud-dev#kanga,nu>
Sent: Thursday, June 08, 2000 1:39 AM
Subject: [MUD-Dev] Narrative, quest design, and the solution of in-game
problems
>
> While his cant is significantly different from the recent
> discussion,
> http://www.gamasutra.com/features/designers_notebook/19991229.htm
> --<cut>--
> In its richest form, storytelling - narrative - means the reader's
> surrender to the author. The author takes the reader by the hand and
> leads him into the world of her imagination. The reader still has a
> role to play, but it's a fairly passive role
I don't agree with this. The reader's role isn't passive.
This is the fundamental misconception.
--- angela
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- Thread context:
- [MUD-Dev] Responsibility for users (was: Birthday Cake (or Why Large ScaleSometimes Sucks) (long) ),
birgit.schulte birgit.schulte@philips.com, Thu 08 Jun 2000, 17:43 GMT
- [MUD-Dev] Narrative, quest design, and the solution of in-game problems,
J C Lawrence claw@cp.net, Wed 07 Jun 2000, 23:39 GMT
- Re: [MUD-Dev] Narrative, quest design, and the solution of in-gameproblems,
Brandon J. Rickman dr.k@pc4.zennet.com, Thu 08 Jun 2000, 07:08 GMT
- Re: [MUD-Dev] Narrative, quest design, and the solution of in-game problems,
Angela Ferraiolo a.ferraiolo@worldnet.att.net, Thu 08 Jun 2000, 07:08 GMT
- Re: [MUD-Dev] Narrative, quest design, and the solution of in-game problems,
Marian Griffith gryphon@iaehv.nl, Mon 12 Jun 2000, 19:36 GMT
- [MUD-Dev] Online actions and real-life religion,
Jason Spangler stormwind@wombatgames.com, Wed 07 Jun 2000, 20:16 GMT
- [MUD-Dev] Intro,
Tamzen Cannoy tamzen@worldbenders.com, Wed 07 Jun 2000, 06:17 GMT
- RE: [MUD-Dev] Birthday Cake (or Why Large Scale Sometimes Sucks)(long),
Charles Hughes charles.hughes@bigfoot.com, Wed 07 Jun 2000, 04:27 GMT
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