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| 23 August - Language Machine
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| Going around the room: name, division, level of Flash experience
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| Computer as language machine
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| used to be: computer as mathematical device
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| 20th century: artists, creators work to abstract their systems of creation
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| What agreements are we entering into as we use software?
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| What alternatives might exist?
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| Experience demands agreement - art happens by altering that equasion
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| Language can be distancing
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| Avoid digging deep into problems that don't bear on your creative goals
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| Doom - what is the vocabulary of Doom?
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| In terms of - what the user can do?
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| Amazing how few activities can be strung together into something engaging
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| reviews of Doom 3 mention that maybe that's not enough any more
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| This can be adapted to different "languages" - LucasFilm takes it for StarWars
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| citing Apple's standardization of features across applications, like Cut and Paste
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| Meaning of choice in an interactive environment
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| In MMOG, moments of waiting are moments of high immersion
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| Definition of self as player in FPS games by invert/sensitivity
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| Call of Cthulhu manipulates mouse sensitivity during the game
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| learning the difference between bitmap and vector graphics
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| 30 August - Structuralism
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| language of digital expression
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| finding elemental rules and grammer and encoding them into the machine and getting them back as an experience
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| If I email you a picture of a house, then the computer in between doesn't understand the message
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| Maybe a 3D model sent between people would enhance creative potential
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| increasing the overlap between the understanding of human and machine
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| Computer world - very explicit, very well defined rules
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| If there's a common language of Star Trek plot development, why hasn't their been a good Star Trek game?
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| Erik says - "lives" are an important part of games like Shmups and Pac-Man, they're games like a long jump - how far can you go?
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| creating an active reading experience
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