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Austin GDC

The lecture abstract I submitted to the Austin Game Developers Conference has born some curious fruit. It hasn't been accepted with open arms, but it hasn't been rejected outright, either. Instead, it has been relegated to the People's Choice voting pool!

Anyone can vote here: http://www.austingdc.net/vote/

The registration process is painless and near-effortless. To read the god-awful pitch for my abstract (rather than the abstract itself), just run a search in the entries for "Alexander". If you want to do things the hard way/get a better look at the competition, you can scroll through the long list of rival entries and look for "Alexander the Great: Narrative Approaches to Ludic Historiography and Simulation."

If you've got a lot of school spirit, you may be pleased to note that IMD alumnus Stephen Dinehart also has a lecture in the running, "The Importance of Story."

But why should you vote to send a talk about Alexander the Great to the Austin GDC?

I'm hoping to give a talk based on what I learned last semester in a class on Alexander the Great, where I played every goddamn video game to prominently feature him in order to break down their interpretations (or willful ignorance) of conflicting historical sources. I think interactivity means something important to how we understand historiography, and since history is used, time and time again, as fodder for game-stories, I think it's time we got it right. I have a few ideas about how to do that.

Alternatively, history provides us with a testbed for stories, a chance to see which ones thrive despite the vagaries of authorial agency. I find this close enough to games (where a good plot can survive the most malicious player) that there must be a kernel of truth we can pull from history to make compelling interactive experiences.

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This page contains a single entry from the blog posted on July 10, 2007 10:42 PM.

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