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Christy Dena's Field Notes From Earth

  • About
    • Artist-Researcher CV
    • Testimonials+
    • Creative
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  • Cross-Media (pluralist design)
  • Interactive Storytelling
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Author: christy

Academic / August 1, 2014

Whyfinding: what pervasive gaming has taught me about level design

by <span class='p-author h-card'>christy</span>

Earlier this year, I was lucky to be invited to give a talk at the 2014 ARGFest-o-Con in Portland. They said I could talk about anything I like, and so I was keen to discuss a problem I was having. There isn’t a budget allowance for travel from Australia though, and so I couldn’t take up

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Creative Practice & Strategy / July 5, 2014

Zimmerman on narrative coherence

by <span class='p-author h-card'>christy</span>

One of the hardest things to do with interactive plots is to write it so it makes sense in whatever order the player or user accesses the text. Plot is about cause and effect, and so having lots of possible points-of-entry is hard to design for. I just read a short piece by game designer Eric Zimmerman

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Creative Practice & Strategy / July 5, 2014

“there are two different ways to introduce humor into a game”…

by <span class='p-author h-card'>christy</span>

Nodding…I look forward to releasing DIY SPY and describing the comedy design in that. “I think there are two different ways to introduce humor into a game. The easiest is with component-based humor, like funny names on cards, or cute flavor text.  Munchkin is based on this type of humor, and I’m sure you can

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