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June 21, 2006

GDC Radio Presents: 'Interactive Narratives Revisited: Ten Years of Research'

casablanca.jpgIn this week's edition of GDC Radio, we present a lecture from game designer and regular Gamasutra contributor Ernest Adams from the 2005 Game Developers Conference. Here, Adams revisits a lecture he gave ten years prior, at which point he came to the conclusion that there is no such thing as an "Interactive Movie" (a popular phrase at the time), and that game designers should instead focus on interactive narrative. Has anything suggested otherwise in the last ten years? Adams focuses on this question, and more, in this fascinating lecture.


The following extract is from the lecture's official description:

In 1995 Ernest Adams gave a lecture at the GDC called "The Challenge of the Interactive Movie," in which he outlined some fundamental problems with interactive narrative at that time. He identified three in particular: the problem of internal consistency; the problem of narrative flow; and the problem of amnesia.

In this lecture, Adams looks back on the last 10 years and examines how both academic research and the game industry as a creative business have addressed these and other issues in the design of interactive narratives. He draws on the published literature and on his own experience as a player and a professional game designer to illuminate the progress that has been made, including numerous examples from real games.

This lecture will also be a partial summary of Mr. Adams' Ph.D. research.

The lecture brings the attendee up-to-date on the current state of the art and offers direct suggestions for further work. It includes a history of efforts to merge interactivity with narratives; a statement of the key issues faced in combining the two. It incluseds an examination of the work done over the last ten years, with comments on the degree of success of different approaches, and examples taken from published games. It also includes concrete proposals for future research, development, and experimentation.

You can now now download the 'Interactive Narratives Revisited: Ten Years of Research' GDC Radio lecture (.MP3, 15.7 MB). You can subscribe to GDCRadio.net podcasts using iTunes and searching the directory for GDC Radio or by clicking this link. You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: http://feeds.feedburner.com/GDCRadio.

[Additionally, until June 30, 2006, all individual GDC radio downloads have been reduced to only $2.99. You can purchase individual sessions at GDCRadio.net.]

June 7, 2006

GDCRadio Presents - 'Design Fundamentals of Stealth Gameplay in the Thief Series'

In this week's edition of GDC Radio, we take a trip back to 2002, with Ion Storm's then-Project Director Randy Smith discussing stealth gameplay fundamentals in the Thief series, in a talk titled 'GDC Radio: Design Fundamentals of Stealth Gameplay in the Thief Series.' The lecture provided what was then an early glimpse at the mechanics of the third entry in the series, Thief: Deadly Shadows, which premiered on store shelves over two years later.

Although Ion Storm closed its doors in early 2005, and Smith is now doing contract work on games such as the upcoming film adaptation Open Season and franchise continuation Dark Messiah of Might & Magic (both for publisher Ubisoft), the design theory presented in this lecture remains as solid and relevant today as it was four years ago.

The following extract is from the lecture's official description:

"This presentation deconstructs the stealth gameplay in the Thief series of games by using the design concept of analog interaction structures. Analog interaction structures (roughly, a collection of player-influenced, interacting game systems) contrast with discrete interaction structures by creating environments where open-ended player expression is possible. Analog interaction structures empower players with meaningful choices in the game world and enable players to make plans and take actions that do not require explicit designer support. These qualities are essential not only to stealth in Thief but to other types of core gameplay in any number of products that enjoy both critical and financial success.

This presentation lists and describes the elements of analog interaction structures, discusses the boundaries between analog interaction structures and discrete interaction structures, and illustrates how analog interaction structures enable meaningful, open-ended player expression. In order to illustrate concepts, examples are drawn from Thief and many other games.

You can now now download the 'Design Fundamentals of Stealth Gameplay in the Thief Series' GDC Radio lecture (.MP3, 13.3 MB). You can subscribe to GDCRadio.net podcasts using iTunes and searching the directory for GDC Radio or by clicking this link. You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: http://feeds.feedburner.com/GDCRadio.

[Additionally, until June 30, 2006, all individual GDC radio downloads have been reduced to only $2.99. You can purchase individual sessions at GDCRadio.net.]

June 1, 2006

June Archives Sale!

gdcradio.jpg We are pleased to offer a special $2.99 price for all GDCRadio.net downloads for the month of June. Sales ends June 30, 2006. Click the conference name below to view the sessions available for purchase:

May Bestsellers

gdcradio.jpg The bestselling downloads from May include:

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