We'll look at three examples of games which exploit the ability of game narrative to work the element of choice -- or the illusion of choice -- into a story: Myst, Chrono Trigger, and possibly Fable (if students are able to access it easily).
If we haven't already, we'll also read Borges's "The Garden of Forking Paths" at this point.
10.10.2007
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Also, Borges' The Library of Babel seems, if not relevant, like a neat story to read up toward the beginning of the class. Maybe just for the last paragraph.
Agreed. I think Babel will round things out nicely.
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