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	<title>Comments for Adam MacDonald</title>
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	<lastBuildDate>Wed, 07 Dec 2011 01:29:42 +0000</lastBuildDate>
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		<title>Comment on Interactive Stories Most Important Criteria by Ernest W. Adams</title>
		<link>http://adam-macdonald.com/wp/2006/03/28/interactive-stories-most-important-criteria/comment-page-1/#comment-159</link>
		<dc:creator>Ernest W. Adams</dc:creator>
		<pubDate>Wed, 07 Dec 2011 01:29:42 +0000</pubDate>
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		<description>I think the idea of keeping to the spirit of a work is indeed required in interactive storytelling, if you expect the player to enact a role in your story in a coherent way.

In a lecture I gave in 2004 (&quot;&lt;a href=&quot;http://www.designersnotebook.com/Lectures/Roots/roots.htm&quot; rel=&quot;nofollow&quot;&gt;The Philosophical Roots of Computer Game Design&lt;/a&gt;&quot;) I explained that game developers want nothing to do with Postmodernism; its approaches violate our obligations to our audience. (Unlike a good many literary theorists, we game developers still believe it is important to keep faith with your audience.) Apart from that, the frame-breaking and self-reference that Postmodernists think is so clever is neither new or interesting.

Chris Bateman didn&#039;t spell out the social contract I referred to in his summary (which isn&#039;t really social but an implied functional contract), so I&#039;ll do so here:
&lt;blockquote&gt;
The designer promises to provide a coherent story-like experience IF AND ONLY IF the player promises to behave in coherent story-like ways.
&lt;/blockquote&gt;

You can read a transcript of the complete, original lecture &lt;a&gt;here&lt;/a&gt;.</description>
		<content:encoded><![CDATA[<p>I think the idea of keeping to the spirit of a work is indeed required in interactive storytelling, if you expect the player to enact a role in your story in a coherent way.</p>
<p>In a lecture I gave in 2004 (&#8220;<a href="http://www.designersnotebook.com/Lectures/Roots/roots.htm" rel="nofollow">The Philosophical Roots of Computer Game Design</a>&#8220;) I explained that game developers want nothing to do with Postmodernism; its approaches violate our obligations to our audience. (Unlike a good many literary theorists, we game developers still believe it is important to keep faith with your audience.) Apart from that, the frame-breaking and self-reference that Postmodernists think is so clever is neither new or interesting.</p>
<p>Chris Bateman didn&#8217;t spell out the social contract I referred to in his summary (which isn&#8217;t really social but an implied functional contract), so I&#8217;ll do so here:</p>
<blockquote><p>
The designer promises to provide a coherent story-like experience IF AND ONLY IF the player promises to behave in coherent story-like ways.
</p></blockquote>
<p>You can read a transcript of the complete, original lecture <a>here</a>.</p>
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		<title>Comment on Wondering about the History of the History of Philosophy by Hello world! &#124; leannerolston.com</title>
		<link>http://adam-macdonald.com/wp/2010/05/17/wondering-about-the-history-of-the-history-of-philosophy/comment-page-1/#comment-157</link>
		<dc:creator>Hello world! &#124; leannerolston.com</dc:creator>
		<pubDate>Sat, 22 May 2010 20:29:58 +0000</pubDate>
		<guid isPermaLink="false">http://adam-macdonald.com/wp/?p=599#comment-157</guid>
		<description>[...] Trackback   Share and Enjoy: [...]</description>
		<content:encoded><![CDATA[<p>[...] Trackback   Share and Enjoy: [...]</p>
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