Posted by
ekennerly
, Monday, December 17, 2007 at 17:43
Here is the story bible for an educational videogame, Monkey Monastery. Thanks for reading!
I would appreciate feedback, especially on your emotional journey. If you prefer leading questions, then:
- Playful bits: Please quote the first few words of text where you wanted to play, and briefly express your motivation.
- Entertaining bits: Please quote the first few words of text where you felt humor, joy, wonder, empathy, or interest, and briefly express your feelings.
- Confusing bits: Please quote the first few words of text where you felt confused, and mention what is wrong.
- Boring bits: Please quote the first few words of text where you felt bored, distracted, or repelled, and briefly express your disinterest.
If you don't like leading questions, then detailed feedback in whatever mode you like is appreciated and reciprocated. I'll be happy to read and comment on your project. Even if you're not in CTIN 532.
Monkey Monastery is my thesis for 2009. I will begin prototyping and playtesting these exercises in January. I need help. If you're curious about playing or designing an entertaining game that teaches language, then use your magical gifts to contact me ... (k e n n e r l y @ u s c . e d u).
Posted by
jantonisse
, Sunday, December 16, 2007 at 22:29

"This ship has no windows. It was not built to look out at the stars, to explore unknown reaches of space. The universe in all its vastness is only a technical incovenience, an uncontrolled variable, for the Eliza’s grand introspective experiment.
The Eliza’s inhabitants careen through space without any line of communication back to Earth. When they return, five years of history will have passed, and they will face a planet restored or destroyed. There is no way to know which it will be: they can only complete their small mission… to remember and to recreate."
Posted by
mcmahan
, Saturday, December 15, 2007 at 17:07
Not "Retaliating to the Anticipatory: The Looking Glass," I blogged my "Looking Glass" a while back in order to get feedback for a script I wanted to write. Then, after several hours, I remembered that JB had a current project named "The Looking Glass." To avoid some conflict-weirdness, I deleted my blog.
But, our stories were written at different times, in different genres, and in different voices...so read on:
Posted by
jantonisse
, Wednesday, December 12, 2007 at 21:02
[UPDATE: I browsed my uploaded images on another computer and they looked TERRIBLE. On Matt's advice, I tried moving them to Flickr and linking to them there. Let me know if you still have trouble viewing them. If the text is illegible at standard resolution, that's understandable, but the shapes at least should be unbroken.]
Well, my Atlas is done for now. No Document just yet... I have fifteen pages on world history, the purpose and form of the ship, and the experiment that I'll refine and put up here at a later time. For the moment I've decided on posting the sexy stuff, the architectural design of the ship. You can view the drawings below, or see the larger drawings and comments in the Cache Flickr set.
I rounded out the architectural sketches with notes (purportedly written for investors) about the working of the Eliza and her various facilities and amenities. If anyone feels up to the task of poking holes in my ship design, from either a left-brained perspective ("you forgot to give them AIR") or a right-brained perspective ("I threw up in my mouth a little when I saw your font choice") I'd love to hear it.
Posted by
dhughes
, Tuesday, December 11, 2007 at 06:38
MAN, this atlas of mine is taking forever. It seems like every time I sit down to "finish" it, I think of half a dozen things I forgot to write about. Then I write a bunch of new stuff and don't have time to put in stuff that's already written, and...well like I said, it's taking awhile. I figured I'd go ahead and post what exists so far, in the hopes that this will pressure me to stop going off on tangents and finish the damn thing between now and Wednesday. If anyone is so inclined, feel free to read and comment. Otherwise, check back on Wednesday for the full atlas.
Download the atlas (PDF)
Posted by
ekennerly
, Thursday, December 06, 2007 at 16:42
I posted slides and models, here. Thanks for the encouragement! For my thesis, I will begin building the game in January. Because of the extreme labor required, any comments on what you're most interested in playing are greatly appreciated.
Also, in making the panorama presentation, I reused my file from the Method of Loci, and thought this could be a ZML panorama template for Photoshop (CS2+). This template made the two panorama presentations I did in CTIN 532. It automates slicing a large image into 14 images for the 14 continguous projectors in ZML. And creates an HTML file, too.
Posted by
jbrennan
, Thursday, December 06, 2007 at 13:08
My presented pics + divx -- Check this out after my world's manifesto
Posted by
aclark
, Thursday, December 06, 2007 at 11:57
Here is the Atlas for Prova.
Download file
Posted by
mcmahan
, Thursday, December 06, 2007 at 10:39
Posted by
rjlayton
, Thursday, December 06, 2007 at 03:29
Attached is the final atlas for the Tower as well as a few photos of the final model.
Posted by
jbrennan
, Thursday, November 29, 2007 at 13:17
Posted by
ekennerly
, Thursday, November 29, 2007 at 12:42
In response to John Brennan's fascinating world idea "The Looking Glass", which augments reality to make the environment, objects, fashion more beautiful, I was reminded of Ted Chiang's social commentary in science fiction story format, "Liking What You See: A Documentary". This story shows what happens when calliagnosia implants disable distinction of human beauty (especially facial beauty). It is the last story in his outstanding collection, Stories of Your Life and Others.
Posted by
jen
, Thursday, November 29, 2007 at 07:47
very minor changes to my atlas, like a cover page with my name on it! but final version nonetheless!
CTIN 532 World Atlas Download file
Posted by
jen
, Wednesday, November 28, 2007 at 07:47
this is my final world atlas. all 54 pages of it! i think it is done, but i have been making small changes and clarifications here and there. i'll have the final final up by tomorrow before my presentation.
in the spirit of this project, it's best not to print this whole thing out!
Download file
Posted by
dhughes
, Wednesday, November 28, 2007 at 05:27
Realized I haven't posted about Altepehua in awhile. I'm pretty solid on the plot at this point, so that seems as good as anything to post. I'll save the ins and outs of how the Altepehuan Aztec nation is put together for my presentation on Thursday, as well as (of course) the final atlas. The story you'll find after the jump is the main plot of a chapter in a history textbook (the format for my atlas). For now, I've kept the names we're familiar with (Aztec, Mexico, Sioux), though I intend to use the names these people used for themselves (hooray for find/replace!). In addition to this main body of text (which will require revision for length and tone), the chapter will include maps, insets with little nuggets about Aztec culture/technology, sidebars about the flower wars, a "meanwhile, in Europe" segment, etc. Basically, all those extras that make high school history textbooks so informative, and yet so very ADD.
Posted by
rjlayton
, Monday, November 26, 2007 at 19:20
Below are some photos of my current model for the Tower. Still a bit of work to do.
Posted by
mrossmassler
, Friday, November 09, 2007 at 17:51
What follows is the text that will accompany the atlas for my world. Thoughts/comments? Are there areas that i am forgetting, or need to clarify? The fun part is going to be transcribing all of this into the journal :(
Posted by
ekennerly
, Thursday, November 08, 2007 at 10:11
Here is an introduction, outline, and crude block model for an educational videogame.
To walkthrough the model of the monastery, you will need Google Sketchup. Please download and install the basic version of
Google Sketchup. I would appreciate detailed feedback, as comments here, or personally
here.
Posted by
mcmahan
, Monday, October 29, 2007 at 20:53
Posted by
jen
, Thursday, October 18, 2007 at 10:38
Posted by
rjlayton
, Thursday, October 18, 2007 at 04:47
More updates to the Tower Atlas. You could call it 2.0!
Posted by
mrossmassler
, Wednesday, October 17, 2007 at 23:20
As Flesh Dies is a 3rd person open-world survival horror RPG.
Posted by
pweil
, Thursday, October 11, 2007 at 14:49
GORDON MATTA-CLARK: YOU ARE THE MEASURE
09.16.07 - 01.07.08

Gordon Matta-Clark: You Are the Measure is a full-scale retrospective of one of the key figures to emerge in the generation of artists that followed minimalism. During the brief but highly productive ten years that he worked as an artist, and even more so since his death at the age of 35, Gordon Matta-Clark (1943–78) has exerted a powerful fascination on artists and architects who know his work. The son of surrealist painter Roberto Echaurren Matta, Matta-Clark produced a body of work that incorporated spatial, social, and psychological experiences. Best known for the variety of his often spectacular, planned architectural interventions, Matta-Clark’s works transformed everyday experiences into extraordinary visual encounters. Among the major works featured in the exhibition are sculptures made from his acclaimed architectural building cuts, as well as drawings, films, photographs, and notebooks. A wealth of documentary material related to his interactions with architecture and space, community events, and collective activity is also shown.
MOCA Address: 250 South Grand Avenue Los Angeles, CA 90012
Meet at MOCA Thursday 10/25 11:45 $5 w/student ID
Posted by
pweil
, Thursday, October 11, 2007 at 12:43
This is an article from The New York Times: THEATER/DANCE; Passengers May Now Pirouette To Gate 3
By JESSE GREEN May 28th, 2006
Download file
The MItchell Rose short films can be viewed on his website: Mitchell Rose Site
I showed Elevator World.
Your assignment for this week: Take note of your movements and the adjustments you make when interacting with people in everyday spaces; elevators, stairways, hallways, on sidewalks, aisles, in lines, etc. Use this knowledge in your design work.
Posted by
arodriguez
, Thursday, October 11, 2007 at 10:43
Posted by
aclark
, Thursday, October 11, 2007 at 04:13
Compilation of a few things I've been meaning to post.
Posted by
rjlayton
, Thursday, October 11, 2007 at 03:09
Updates for the Tower's atlas are included in this post. Effectively the Tower's "scope" has been reduced and things are getting more and more defined.
Posted by
jantonisse
, Monday, October 08, 2007 at 12:25
I'm starting to get into the look and feel of The Cache. Aesthetics and design are not, traditionally, what I do... and on past projects, there have been better minds applied to the images, and I've just done what I can on the story. But seeing as my boys are a coast away, working on something damn important, I have to do the best I can.
I started with really broad Flickr searches and slowly whittled away at everything which was NOT what I wanted. Pinning down atmosphere in these terms was interesting, and I soon found myself in need of generalizations... so I started thinking of the work as a film and forcing my opinions into cinematographer speak (too saturated, darker tones, etc). I found that the Visual Expression class I took was actually useful in this process, despite the irreparable damage it did to my Saturdays.
Here's what I came up with for class: a ZIP file with 13 jpegs and a document explaining the pictures by category.
Download file
Posted by
ekennerly
, Sunday, October 07, 2007 at 23:02
As requested, reference art for Monkey Middle School.
atlas_visual.ppt [10 MB]
Posted by
pweil
, Friday, October 05, 2007 at 09:05
Most of you are absolutely on top of it, but just so it's clear, by now you have:
1. Declared your worlds
2. Declared an initial genre
3. Defined an initial user experience type (i.e. reader, user, viewer, 1st 2nd or 3rd Person, amount of agency)
4. Drawn/determined exterior boundaries & context
5. Drawn/determined (rough) interior boundaries and inter-relationships between zones
6. Determined the form of your Atlas/Guide (ideally consistent with the world itself)
7. Composed a table of contents for your Atlas
8. Scheduled yourself to complete (not necessarily in presentation form) items in the table of contents by week 12
9. Started design atmospherics/visual look and feel by collecting images and examples
Next week is a "working session" to check progress and give feedback.
Posted by
pweil
, Thursday, October 04, 2007 at 23:10
Posted by
pweil
, Thursday, October 04, 2007 at 22:26
(courtesy of Todd Furmanski)
Fantasy World Building QuestionsA nice, ~40 page questionnaire – bent toward fantasy (a few Q's on magic, for instance) but otherwise pretty universal. Heavy in length, but if you have an answer to all of these you've done your homework for building a well-rounded world – and you shouldn't be caught off guard by a typical simple question. I'm filling out one as I type this for a project I'm doing.
Medieval Demographics Made EasyExcellent site, gives a breakdown of occupations per capita and general city sizes. Even has an excel file that will calculate a theoretical medieval country with the top ten most populated cities for you!
Cities of the Ancient World: An InventoryHas some estimates of ancient city populations – this was when I wanted to get a good sense of scale for old metropolitan areas. Cities were usually tiny things until fairly recently. The prose is kinda dry, but I haven't found info like this elsewhere – not only population but city acreage – handy if you want to make a map and figure out what a city's footprint is.
Star/Planet calculatorPlug in value for star, a value for a planet, and you'll get a wealth of info (year length, brightness of star, size of star in planet's sky, etc. etc.)
Download Todd's entire list
Posted by
pweil
, Thursday, October 04, 2007 at 22:22
City Type Sequence


Posted by
pweil
, Thursday, October 04, 2007 at 22:17
Thank you everyone for your diverse and thoughtful presentations. I'm posting a few notes from the sessions that apply to your designs in general (feel free to add to this list):
CHARACTERS & INNER/PSYCHOLOGICAL SPACE
Character driven worlds, often fungible, individual
Memory space; overlays and juxtaposition of mundane memories
Space of Imagination
Space of Hallucination
Space of Purpose
VISUAL DESIGN ELEMENTS
Commitment to a consistent atmospheric/design concept.
Visual cues
Color schemes (i.e. dark & moody; bright and childlike; foggy & ambiguous)
Color codes (i.e. RED vs BLUE to signify loyalties)
Scale (ie overpowering structures to intimidate/diminish peons, elevate superiors)
Structures (narrow, constricted claustrophobic space / open space)
Use of Motif/Theme
AFFORDANCES / TOOLS / NAVIGATION
Active space vs negative space
Entrances and Exits
Boundaries
Location/access to tools / productive activities
ACTIVITIES
Address laws and rules governing social hierarchy.
Ask, "What is the currency?" The currency determines the activities and production cycle. Differntiate USER currency from WORLD currency.
GUIDES
Guides to the world presented as thought they belonged in that world.
FIRST IMPRESSION
The entrance/door to your world influences the entire experience.
Posted by
ekennerly
, Thursday, October 04, 2007 at 10:56
Some references around the topic of Monkey Middle School.
atlas.doc
Posted by
rjlayton
, Thursday, October 04, 2007 at 02:56
The table of contents I posted last week is getting refined, but I finally feel like I have a solid direction I am heading in. Some more major changes were made, and I plan to post those this weekend.
Posted by
dhughes
, Thursday, October 04, 2007 at 02:50
Here's a rough schedule for Altepehua's development, broken down by weeks. I may have miscounted the number of weeks we have left this semester (I think it's ten...), but this should at least give me an outline of when I need to be working on what.
Posted by
dhughes
, Thursday, October 04, 2007 at 02:45
For starters, here's an album of some images I grabbed online as reference for the style of my atlas (the style the explorer would use, not the native style): http://flickr.com/photos/dihughes/sets/72157602256257858/. Next week I will have scanned a lot of stuff from the books I'm reading to use as reference for the art style of the inhabitants of Altepehua.
Thanks to the generosity of our dear Marientina, I have a large stack of books that I'm wading through as I'm researching native North and South American cultures. A welcome supplement to my largely Wikipedia-based research which, though a good place to start, really should not be the only place I look. That said, here are the books I'm working my way through.
Posted by
jantonisse
, Thursday, October 04, 2007 at 00:48
I'll admit it... all I really want to do is keep the candle burning on the last two posts. A heated discussion between two Chrisses? Harumph? Dancing zombies? Brauer calling me a stoner? A PG-13 stream of consciousness rant about diet pepsi from my old pal Babonis, a rant so bewildering I'm actually NOT publishing it (though of course I'll send it to anyone who asks nicely)?
There's just too much good stuff in my corner of the world right now.
Yet school marches on. More comments on the blog-turned-discussion-board tomorrow... tonight, I need to sketch the rough outlines of a class and an atlas. Organization is not my strong suit, but here's my best shot:
Posted by
jen
, Wednesday, October 03, 2007 at 23:53
Schedule:
10/4: Visual Design: overall look and feel; layout of site contents
10/11: Ecosystem Design: how are the effects of various forms of
data represented; explanation of data used
10/18: Economy: reward/punishment system; value of activities on planet
-AND-
Midterm Progress Presentations
10/25: Economy (con’t): visualization of good deeds; points system
11/1: Visual Design refinement: based on further development of ecosystem
and economy
11/8: Technical Specifications
11/15: Putting it all together: assembly of all parts in preparation for final
Presentations
11/22: (no class – thanksgiving)
11/29: Final Presentations
12/6: Final Presentations
Posted by
mrossmassler
, Wednesday, October 03, 2007 at 19:34
The reading for this week was thought provoking and appropriate, but it seemed rather cursory, and i felt like several points of clarification.
Posted by
ekennerly
, Tuesday, October 02, 2007 at 18:25
There is a theme of space in both Interactive Experience Design (CTIN 532) and Experiments in Interactivity (CTIN 534). Here is some related articles that have caught my eye. The outstanding Jenkins article was brought to our attention by Peggy Weil.
Henry Jenkins, "The Art of Contested Spaces" (2002)
While I differ in a few details, his starting point needs to be repeated loudly:
Most often, critics discuss games as a narrative art, as interactive cinema or participatory storytelling. Perhaps, we should consider another starting point, viewing games as a spatial art with its roots in architecture, landscape painting, sculpture, gardening, or amusement park design.
My summary is:
- Videogames are defined by ''contests of space'', in which agents resolve disputes over territories (politically in Civilization, or viscerally in Half-Life). Rather than emphasize the literary elements, the nature of these contests over space is a solid premise from which to critique this medium.
- The design of space in some videogames (such as Black & White and Sacrifice) embodies principles of romanticism and expressionism. In doing so, such a videogame "maps emotions onto physical space" and "endows landscapes with moral qualities".
- Videogame criticism can be founded directly on the videogames, rather than shadowing the criticism of noninteractive media.
I thought Flynn's article was a relevant application of much of Jenkins' thesis on space. In "Imaging Gameplay – The Design and Construction of Spatial Worlds" (2005?), Bernadette Flynn, "a lecturer in screen media at The Griffith Film School" (old?), examines the construction of space in videogames and analyzes its implications for the user's psychology.
In "Games are Spatial Stories" (June 2006), Ninox cites Flynn, Jenkins, and offers a few more places to go with this line of thinking.
Not related to the space portrayed by a videogame, in "Video Games and the New Look Domesticity" (BadSeed Issue #57, October 2001) Flynn also considers the cultural impact of moving videogames from the public arcade to the private home.
Posted by
pweil
, Friday, September 28, 2007 at 17:47
Ethan found this paper on the University of Technology Sydney's Imaginary Worlds Symposium
I recommend this paper by Bernadette Flynn, "Imaging Gameplay - The Design and Construction of Spatial Worlds." Please read it along with Jenkin's "Art of Contested Spaces."
Download file
Posted by
pweil
, Thursday, September 27, 2007 at 19:58
For next week:
1. Please read THE ART OF CONTESTED SPACES, it was posted 9/8!
2. Post your Atlas Table of Contents/Schedule and commit to your schedule!
3. Research the aesthetic/atmospheric design of your world: if you don't create your own artwork at this time, browse artwork and collect images, textures and styles for different regions of your world. Post your collection, labeled with the region and your intentions.
Posted by
dhughes
, Wednesday, September 26, 2007 at 23:06
It looks like the bulk of my work on Altepehua in the next 2-3 weeks will be entirely research. There's a lot out there to look into, so I'll mostly be reading as much as I can get my hands on. Ideally, I want to have a solid idea of the cultural and political climate of North America between 1300 and 1500, to get a better sense of who the major players would have been in any future development. So far, it's looking like the Aztecs, the Sioux Nation, the Apache, the Iroquois (they had a constitution!) and the Inuits, but that is HIGHLY tentative and likely to change as I get deeper into who was where doing what. Hit the link to get links to some of the subjects (though definitely not all the sources) I'm looking into.
Posted by
rjlayton
, Wednesday, September 26, 2007 at 23:00
My work for this week has centered around continuing to define the history of the world that resulted in the tower, including researching possible cataclysmic events. A rough schematic image will be uploaded later. Iteration on previous assignments has been ongoing, and changes are included in this post.
Posted by
mchuri
, Tuesday, September 25, 2007 at 12:21
Nowhere: an unknown, remote, or nonexistent place or region.*
A secret place so secluded no one even knows it exists. It isn't on any maps and doesn't have a zip code. It stands at the intersection of three counties and therefore isn't in any government records and doesn't receive mail. The address is next to the llama farm, at the end of the overgrown dirt road, on top of the hill.
Nowhere is the world I will build in this class.
It is also the fictional location of a children's book I am writing.
*Random House Unabridged Dictionary
Posted by
ekennerly
, Sunday, September 23, 2007 at 18:55
As requested, here is a schedule for this atlas, Monkey Middle School.
Microsoft Excel format atlas_schedule.xls
Posted by
mrossmassler
, Friday, September 21, 2007 at 19:55
Most of my progress is going on in my 'medical atlas,' but here are links to some of the research that i have been doing.
Posted by
mrossmassler
, Thursday, September 20, 2007 at 11:29
The following is the essay i wrote as an outline for the presentation for 532.
Posted by
dhughes
, Thursday, September 20, 2007 at 11:12
Atlas format: physical object, a journal written by an English traveler upon his first visit to Altepehua
Atlas style: text and images, drawings (not photographs, for obvious reasons)
Table of Contents
- Rough maps (continent, individual nations)
- Nations of Altepehua (a section on each of the Three Nations, with notes on their culture, religion, political structure, and economy)
- Brief history of Altepehua (focusing on relations between the three major nations)
- Species of Altepehua (focusing on animals and plants that are cultivated and hunted by the major nations)
- Possibilities for relationship between the Three Nations and England/Europe
Posted by
jbrennan
, Thursday, September 20, 2007 at 08:51
Maps: Where is it
Directions: How do I get there
Pictures: What does it look like
Dioramas: What does it feel like to be there
Physics: How do things move, work?
Ecology: What lives there? What sustains them?
Economy: What do they do?, How do they survive?
Language: how do they communicate
Arts: How do they express themselves
War: How do they settle conflicts?
Faith/Religion/Superstitions: What do they believe?
Libraries/Books: How do they store knowledge?
Stories/Science: How do they explain their world?
Static world (24 hours a day, you know what to expect --perpetual fight)
Exceptions: gibs, sprays, explosions which fade away after a time
View image
View image
Economy/Ecology
How does it perpetuate? The spawn room (a leap of faith)
http://secrets.tfccentral.org/graphics/large/well/well0001.jpg
http://youtube.com/watch?v=vgFS3Q1ZFng
medkits and munitions
http://www.planetfortress.com/fort/tfc_reform/medkit.gif
http://www.thewall.de/content/media/half-life/tutorials/panzerung_granaten_und_ammopaks/tfc_items01.jpg
The possible utopia (replicator technology) This guy can cure everything:
http://pnmedia.gamespy.com/screenshots/phl/18510258.jpg
Currency? http://www.veteranqc.com/matches/ez69-160401r1.jpg
***Scripts http://www.forum.teamfortress.eu/scripts-vt34.html
Geography/mapping
http://tfc-overviews.net.ms/
Components:outdoor--->indoor
no man's land http://data2.collectionscanada.ca/ap/a/a001020.jpg
the back door http://www.planetfortress.com/fort/misc/well_wo_fog.JPG
the rampart http://www.ancient.co.jp/~ayano/tfc/maps/2fort.jpg
the flag room http://secrets.tfccentral.org/graphics/large/well/well0005.jpg
The mirror image
***badlands = everything else
Language: how do they communicate
"Medic!!"
About 5 kinds of "ouch"
Faith/Religion/Superstitions: Grenade presents on Dec 25th...
The Holy Grail --http://secrets.tfccentral.org/graphics/large/well/well0007.jpg
Boundaries - Cartoon War, red vs blue, become ideologies
http://youtube.com/watch?v=KsTB6N8RuxI&mode=related&search=
http://teamfortresstwo.com/czarnews/uploads/tftwo-2fort-comparison-test.jpg
Posted by
rjlayton
, Thursday, September 20, 2007 at 02:51
A quick table of contents and preliminary boundaries for the tentatively named Tower City.
Posted by
jen
, Wednesday, September 19, 2007 at 22:17
here are some preliminary design elements and first stab at the atlas table of contents:
Posted by
ekennerly
, Wednesday, September 19, 2007 at 10:27
Here is an outline of the Atlas for Monkey Middle School.
Posted by
ekennerly
, Saturday, September 15, 2007 at 21:00
In Peggy Weil's class (CTIN 532), John Underkoffler's presentation on designing the world of Minority Report was inspiring. After seeing the polish in John's bible, I now have a target to aim at.
But a glimpse at a few pages from one sample, even an excellent sample, is difficult to generalize an education from. So I went fishing on the inter-tube. Here's what I found, minus the overflow of Christian literature. What have YOU found? I'd really like to hear.
Programming Games with DirectX's mention of story-bible is only a casual introduction:
http://books.google.com/books?id=2Rp8-ynM_sUC&pg=PT66&lpg=PT66&dq=%22story+bible%22+-god+-christian+%22the+bible%22+-christ&source=web&ots=395Yhm2ZBg&sig=0lrA4v3A1lgFGWl5zZE3M4g5Jvs#PPT68,M1
Game Design: Theory & Practice is also cursory:
http://www.paranoidproductions.com/gamedesign/about.html
Half-Life's writer warns against relying on documentation during production:
http://www.gamasutra.com/features/20030808/carless_pfv.htm
"""
As for the sometimes-cherished, often-maligned "story bible", Marc suggests that, well, it only works up to a point.
"The story bible is just a way of communicating a vision of the game to the rest of the team. For us, sometimes the bible is effective, sometimes it's not very useful at all. Early in the design process it is very useful, and in the end, when you want to pin down exactly what you've done (for the benefit of posterity, sequels and third party developers), it's useful again. But for a long middle section, you have to rely on something more like telepathy to keep the team in sync. Did I say 'telepathy'? I meant 'lots of meetings'."
This "pinning down" of a document about the Half-Life world helped when the Half-Life expansions started appearing and they, naturally, needed to feel like they were in the same game world.
"""
The only actual story bible I found was He-Man: Masters of the Universe, which is neither recent nor interactive.
http://www.he-man.org/cartoon/exclusivefeatures/exclusive-mastersseriesbible-intro.shtmlAlthough doesn't it look like an acceptable format and style?

Maybe not.
Mike Rossmassler found a bible for the videogame, Doom.
http://planetdoom.gamespy.com/classicdoom/doombible.pdfOn my bookshelf, the most complete "story bibles" I know of are the source books for pencil & paper role-playing games that I grew up on. Talislanta is particularly anthropologically minded. Traveller is exceptionally scientific. Warhammer Fantasy is quite consistent. Shadowrun (by FASA) is an excellent genre mash-up. Call of Cthulhu RPG encapsulates Lovecraftian horror; and the d20 version is particularly well-researched. In the Lovecraft mythos, the sourcebook The Complete Dreamlands is a self-contained fantasy environment (based primarily on The Dream-quest of Unknown Kadath). After the fact RPGs have been licensed for Diablo and EverQuest; these books are suitable as world bibles. White Wolf has made a consistent effort to emphasize story-correctness in their RPGs, which bleeds into Vampire, Changeling, and the mythic medieval Ars Magica.
In my own experience, I led the "story bible" for the US version, Dark Ages (
http://www.darkages.com). At first I edited a lofty legend and amalgamated tropes of Lovecraftian/Celtic mythology with original gods, history, and epic plots. I started, though (as I'm starting for Monkey Middle School) AFTER the game mechanics. Just as humans living on earth create ideologies AFTER Earth (and its physics, chemistry, and biology) already exists, I try to create the game mechanics first and then design a metaphor as a mnemonic to evoke that gameplay.
What I loved about playing pencil and paper RPGs as kid was telling stories. I wanted to encourage that kind of player creativity, so I started an online library and edited a few hundred works of fan fiction and art (
http://www.darkages.com/community/library.html). So while the adapted legend, the original religions, quests, and political system were written and coded by me, most details of the history, philosophy, supernatural science, political science within the "atlas" (the library, actually) were written by players, after the fact. Players were happy to generate fan fiction, but to maintain consistent quality and content, I had to separate the wheat from the chaff.
Posted by
pweil
, Saturday, September 15, 2007 at 11:25
You've declared your world, named it. For this week:
1. Map the exterior (What is outside of your world? Address access as well as location)
2. Begin to map the interior. For now, divide it into broad zones in order to address issues of access, movement, activity that is determined geographically.)
3. Begin to design the format of your atlas. It should be "of" the world you are creating, i.e. the style and form should be consistent with the world (or your plans for viewers) itself.
4. Set up your Atlas's Table of Contents (or equivalent in your format). This will serve as your design schedule for the rest of the term. Here are some questions you will want to address: (These are general issues, you need to determine the categories relevant to your world, essentially you will be responsible for a coherent set of RULES that govern any story that might arise in this environment.)
Maps: Where is it
Directions: How do I get there
Pictures: What does it look like
Dioramas: What does it feel like to be there
Physics: How do things move, work?
Ecology: What lives there? What sustains them?
Economy: What do they do?, How do they survive?
Language: how do they communicate
Arts: How do they express themselves
War: How do they settle conflicts?
Faith/Religion/Superstitions: What do they believe?
Libraries/Books: How do they store knowledge?
Stories/Science: How do they explain their world?
Posted by
rjlayton
, Thursday, September 13, 2007 at 11:03
"All that remains now of humanity sleeps safely within the Tower."
Posted by
jen
, Thursday, September 13, 2007 at 10:48
1. Name it:
Samsara
The world of Samsara is a planet, like earth, whose ecological well-being is directly affected by the actions of its inhabitants. It has an ecosystem and atmosphere, and inhabitants who reside on the planet, each of which is responsible for a portion of the land. Each inhabitant’s portion of land makes up the whole of the planet, except for those areas covered by water.
This virtual land will be directly affected by its inhabitant’s actions in the real world.
Posted by
ekennerly
, Thursday, September 13, 2007 at 10:01
Monkey Middle is a school for gifted students, each of whom is capable of casting magical spells. The magical alphabet is called Hangul and the ancient language of magic is known as Hanguka. Students practice magic, play team sports, games, and sometimes duel each other. Magic enables a student to transform into a mythical creature (such as a turtle, tiger, phoenix, or dragon), enchant a ball during a sport, or summon a mundane or magical creature for service.
Monkey Middle is part of a collocated facility of Elephant Elementary School and Tiger High School, collectively known as Red Dragon Campus. The faculty teach magic and prepare the students to save the world from mythical monsters who are destroying the planet and enslaving the humans through black magic. The aliens also know Hanguka and are using it to transform teachers, pets, and friends into monsters. Students have to battle their former allies in order to save them.
Monkey Middle includes classrooms for vocabulary, grammar, and phrases. At the sports field or in the gymnasium, students play Mahjong, ping pong, soccer, or Taekwondo. When tempers get lost students also duel. On the grounds is also a cafeteria, a library, a trophy case, a wooded grove, a boiler room in the basement, and an administrative and nursing office. Just off the grounds is a caf?, a clothing store, a sporting goods store, and each child’s home and their own room in suburbia.
Monkey Middle is within a suburb of Red Lake City. The school system is magically cloaked to appear as a section of the center of the lake. Students have been selected to attend Monkey Middle based on their aptitude to learn the language of magic, Hanguka. Outside of school, magic is kept secret from mundane humans.
The only language that can be displayed is the magical language, Hanguka (which is real-world Korean). All communication to or from the user must be in this language.
The target users for this edutainment software are Korean-American children living in the United States, ages 8 to 12. These children play for fun. Yet their parents encourage them because while they play, they are practicing basic conversation and fundamentals of academic writing in the Korean language, at the Middle School level.

RED DRAGON CAMPUS
COMMONS: Meeting of the paths to each school. The commons is open and clean. Students of all grades mingle and chat here.
ELEPHANT ELEMENTARY SCHOOL: The largest building for the largest segment of students, in grades 1 through 5.
ELEPHANT PLAYGROUND: A collection of fantastic jungle gyms, slides, ladders, and obstacle courses.
MONKEY MIDDLE SCHOOL: The second largest building for students in grades 6, 7 and 8.
MONKEY SPORTS FIELD: A modest sports field for soccer and other events.
MONKEY WOODS: Forbidden to students, these woods surround the sports field. It is rumored that monsters lurk in them.
TIGER HIGH SCHOOL: The most prestigious building for students in grades 9 through 12.
TIGER SPORTS FIELD: Exclusive for intramural sports. Elite Monkey Middle School games are played here.
TIGER WOODS: Forbidden woods, in which high school students swear that monsters live.
OFF CAMPUS
BRIDGE: A magical bridge extends to Red Dragon Campus. Only those who can cast the spell of sight can see it. Students use the bridge while keeping the school secret from mundanes.
TURTLE CAFE: A light snack and drink, and a place for chatting when off the school grounds.
PHOENIX CLOTHING: Fashion for boys and girls, both mundane and magical.
STUDIOUS SUPPLIES: School supplies, including magical ingredients and tools.
HOME: Each student has a home and a personal room which they can decorate with anything they have bought, traded, or earned.

MONKEY MIDDLE SCHOOL BUILDING
BASIC VOCABULARY: Classroom for the practice of basic magical words, such as colors and spatial relationships.
ADVANCED VOCABULARY: Classroom for practice of advanced magical words, which refine the basic terms.
GRAMMAR: Classroom for the practice of analysis and construction of short spells from magical words.
COMPOSITION: Classroom for the practice of long spells composed from short spells.
CONVERSATION: Classroom for the practice of magical discourse, which may be used to persuade monsters.
LIBRARY: Collection of works in the magical language, Hanguka.
TROPHY CASE: Display of school and student awards and rankings.
ARENA: Ping pong, taekwondo, and other competitions are played and watched here. Administration encourages students to hone their skills through competitive and cooperative sports.
CAFETERIA: School food and socialization. There is a view of the arena from the seats.
BOYS’ BATHROOM: Where the boys gossip semi-privately.
GIRLS’ BATHROOM: Where the girls gossip semi-privately.
NURSE: To attend to injured and/or transmuted students.
ADMINISTRATION: Overseeing operations and making changes to the student records.
MONKEY MIDDLE SCHOOL BASEMENT
Stairs by the bathrooms lead down to the basement.
LOCKS: Some doors are locked. The student must deduce the password from a magical puzzle on the face of the lock. Opening a lock enrages the administration.
DETENTION: Where naughty students are forced to practice spells.
TAXIDERMY: Stuffed specimens of monsters.
BANNED BOOKS: Books deemed too vile and powerful for students.
CLEANING SUPPLIES: Mops, brooms, wax, and enchanted self-cleaning articles.
PLUMBING: Tubes that carry the sound from all over the school. These can be used to eavesdrop on teachers and discover plots.
BOILER ROOM: Energy source for the school. The boiler emits blue flames and is fed by magical energy. Students are sometimes assigned boiler duty, where they feed the boiler new spells to keep the energy emanating. Behind boiler is door that leads to the temple area.
SEWAGE: Hidden view of the temple through a sewage grate.
TEMPLE: Site of secret magical rituals performed by the teachers and some intrepid students. Magical battles against summoned monsters sometimes occur here.
DRAIN: Hole leading to a subterranean caverns beneath Red Lake.
Posted by
jantonisse
, Thursday, September 13, 2007 at 04:15
The lost station Eliza floats through space, drifting ever closer to Earth, its erstwhile home. In the abandoned corridors nothing makes a sound any longer; the only survivors are the static, flickering dispassionately on cracked monitors, and, shut away within a solitary room, the cursor.
Presiding over the void, the cursor blinks, regular as a pendulum, green and black, at the end of a sentence. The cursor blinks, green and black; it waits, in infinite patience, as it has waited these last three months.
Welcome to the Cache: Press Enter.
Posted by
dhughes
, Thursday, September 13, 2007 at 02:48
What would the world be like if Europeans had not traveled to the Americas until the late 19th century? How would the native civilizations have grown, advanced, and combined, given an extra 300-400 years to do so? Enter Altepehua, the uncolonized North American continent.
Posted by
aclark
, Thursday, September 13, 2007 at 02:41
15 years after the "white blindness" epidemic spread, the city of Prova has been quarantined by the federal government. Prova, now known as the "Blind City", is populated by a few thousand people. 90% of this population has contracted the "white blindness" disease and has since taken control over the city over the past years. The other 10% live in fear of contracting the disease and have been forced to live in internment camps or as labor slaves to the blind masses.
Posted by
rjlayton
, Thursday, September 13, 2007 at 01:50
This is being reposted because Peggy requested we cross-post it to our class blog. And no, I'm not carrying around this much money anymore.
The first assignment for the class was to generate an inventory of everything I was carrying at a specific moment in time and to analyze what that inventory said about the environment in which I live.
Posted by
jbrennan
, Wednesday, September 12, 2007 at 23:57
World Brainstorming:
1 garden of eden
2 conscious earth, conforms to man
3 conscious man, conform to earth
4 No more women/men
5 Land of chosen people presided over by an active God
6 Wile E coyote...gods of acme intervene on predator prey
7 underworld
8 the ark (afloat forever)
9 island of broken toys
10 creation protype ( place for all the iterations of animals)
11 doomsday device
12 deluge
1+2+3+5+8+12
A progress allegory--
The Ark: Vessel that progresses from maternal guide to vigilant God, intervening on the generations in its hold.
People Begin to question and threaten the Journey, and the Ark eliminates this dissonance by carefully reverting its cargo to a primeval horde ( social Engineering, social progress).
This is a solitary experience. You are one of the few rational minds who had a hand in developing the Ark. Consequently, when the Ark purges what it considers the bad seeds and embarks upon its social re-engineering in deep space, you are isolated but spared. Your character sleeps through the ages, and is revived at various milestones in the Ark's agenda, for a time-lost discourse (centuries are passing).
You have access to the various surveillance feeds inside the ark - you get to watch. (social womb)
Posted by
mrossmassler
, Wednesday, September 12, 2007 at 21:39
The calendar and date have been lost to the ages. Humanity is on the decline as the genome begins to unravel. Genetic engineering has been combined with cyborg technologies to produce individuals that essentially immortal, but dependant on and addicted to a cocktail of drugs and hallucingens to reset the DNA life-clock.
Posted by
jantonisse
, Monday, September 10, 2007 at 11:48
Here's a list of everything I had on my person on August 30th at 2 p.m., just in case you were wondering. Financial/identifying info has been left out to prevent strangers from anonymously depositing money into my accounts. I don't need your charity. [ed. note: yes I do]
Posted by
pweil
, Saturday, September 08, 2007 at 18:44
An article about the role of space in game design by Kurt Squire and Henry Jenkins.
The Art of Contested Spaces
Posted by
pweil
, Saturday, September 08, 2007 at 18:41
Thanks to everyone for sharing their inventories and analysis. Stay alert to the clues of culture in your everyday life and pockets.

Posted by
pweil
, Saturday, September 08, 2007 at 18:24
For next week:
Declare your world:
1. Name it.
Provide a brief description.
2. Place it:
Describe (and sketch) the external boundaries.
Describe (annotate) its context.
(What is outside those boundaries?) Where does your world reside?
3. Define your audience.
Are you designing for a solitary or group experience?
Are you offering a first, second or third person experience?
Will your reader/viewer/player/audience have agency within your world?
Posted by
pweil
, Saturday, September 08, 2007 at 18:23
9/20
1. Jack
2. Diana
3. Mike
4. John
9/27
1. Jen Stein
2. Andre
3. Maya
4. Jamie
Oct 4th
1. Ethan
2. RJ
3. Andrea
4. Al
Posted by
pweil
, Saturday, September 08, 2007 at 18:21
Oct 11th
1. Jen – Mental Maps Kevin Lynch
2. Mike - Mythologies: Wrestling
3. Jack – Negative Space
4. John - The Idea of a Town
Oct 25th
1. Maya
2. R.J.
3. Ethan - Memory Palaces
4.Andre - Aural Architecture
Nov 8th
1. Al - Space within Play in Virtual Worlds
2. Jamie - Buckminster Fuller
3. Diana - Metaphors in Language
4. Andrea - Choreographer's Space
Posted by
pweil
, Saturday, September 08, 2007 at 18:15
Posted by
pweil
, Friday, September 07, 2007 at 18:37
Worldbuilding is good, but the official name is Interactive Experience Design.
Course Syllabus
Space Bibliography
Posted by
jen
, Friday, September 07, 2007 at 17:55
MacBookPro with power brick
iPhone
digital camera
Mimobot 1 gig usb stick
iPod shuffle
Shure headphones
The Production of Space by Henri Lefebvre
Trail Mix
Big bottle of water
Mac lip gloss
Carmex lip balm
Eyeglasses w/ case
Backpack
Posted by
jantonisse
, Friday, September 07, 2007 at 15:50
I always suspected, but I was never sure until now. Thank you, Boris! You've saved 532!
For celebration/good measure, here is one of Kirby's finer collaborations. A nickel to anyone who can actually watch the whole thing!
Posted by
jantonisse
, Friday, September 07, 2007 at 15:44
Like so many of my blog posts recently, this is only a test.
Posted by
mrossmassler
, Thursday, September 06, 2007 at 12:45
Posted by
dhughes
, Thursday, September 06, 2007 at 09:08
Good lord, I carry a lot of crap around with me:
Posted by
aclark
, Thursday, September 06, 2007 at 03:17
A list of the items I had on me August 30, 2007 and an analysis of what all of that stuff really means...
Posted by
ekennerly
, Tuesday, September 04, 2007 at 17:34
Following Mike's lead, here my inventory for 11 a.m., August 30, 2007.
Being at Burning Man, my inventory is atypical. 11 a.m. on Thursday, August 30, 20007, I had just arrived at Camp Love Potion, whose address is 8:30 and Boreal, Black Rock City, Nevada. Although I camped at Contact Camp, I distinctly remember my possessions at this date and time because I had just walked to Camp Love Potion to search for my ride back to Los Angeles.
There were six articles in my possession:
- Robe: White cotton Moustafa Egyptian Tau robe. This design is a simple robe: Long sleeved and ankle-length.
- Sandals: Chocolate brown leather Teva sandals with velcro straps.
- Turban: Sienna stretchable silk fabric scrap (7' x 2') wrappped as a turban around my head. The tail of the turban is left long to be wrapped around my face as a dust mask due to frequent dust storms.
- Glasses: Brass round-frame Lanvin glasses, with clear polymer prescription (20/400) lenses.
- Water bottle: Transparent Arrowhead sports disposable plastic water bottle (20 oz), label removed, fliptop cover. The bottle has some distilled water.
- Love potion: Approximately 1/4 fl oz. glass vial of cinnamon liquer blended with dozens of herbs selected for their associations with love in European herbal folklore. This is worn around the neck by a thin blue elastic string acting as a necklace.
All articles and exposed portions of my body are dirtied by beige playa dust.
AnalysisThe parsimony of articles implies a low-technology desert. The theme of the articles is pseudo-Arabian romantic anachronism and minimalism. Given that the only physical environment protective devices are a plain robe, a turban, and sandals, the wearer is likely in a hot environment with high-ultraviolet index exposure to the sun. The wearer's primary physical threats are dehydration, sunburn, and inhalation of dust.
The wearer is approximating a low-technology subsistence with high-tech substitutes. Each article is a modern-day version of technology that existed for centuries. Given the wearer is unencumbered, the wearer's needs are simple, survival-oriented. The wearer must be near a camp with access to shelter, food, and water.
No form of identification or currency is present, implying an immediate cultural environment that is pre-currency and has no identification infrastructure. Indeed, Burning Man participant agreement prohibits commerce, including bartering. Persons are recognized by face and speech only, and trust networks are founded on face-to-face reputation and recommendation.
The sandals and complete lack of transportation suggest an interest in walking the rugged playa. Given that the wearer has been wearing this robe and fabric for a couple of days, the wearer has little access or interest in laundry. Since the water bottle has been reused several times, the wearer seems to currently have very few material attachments, not even a permanent water bottle.
The potion suggests a playful desire for romance. Perhaps parties or other opportunities for flirtation are common. Combined with the garb, the wearer may be in a superstitious or theatrical cultural environment.
Altogether, the articles suggest a romantically anachronistic desert. The cultural environment is permissive and eclectic, permitting both a plastic water bottle with robe and turban in the same attire. The wearer is in a world that lacks technology for commerce, communication, and education. Due to a lack of tools for recalling the past, predicting the future, or even identifying the present time, the culture has only nomadic technology and focuses on the present moment.
Posted by
mrossmassler
, Thursday, August 30, 2007 at 13:23
Personal Inventory for 532:
Posted by
jantonisse
, Wednesday, August 29, 2007 at 04:14
Our blog
Completely untouched
A white screen, like newfallen snow
Until some guy posted this.