Tuesday, April 30, 2002
That interview started things running about in my head - and the image of the game as narrative environment unfolded before my eyes. The characters would dropped into an environment imagined as a rhizome rather than in the hierarcic structure of plot and underplot, and the tension or exitment of the game is created more through potential than through dramatic structure. "What if" is the important strategy of holding the gamers, playing with curiosity rather than logic or causality.
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