Illustrating Perlin's "Can There Be a Form between a Game and a Story?"
Insisting on the centrality of character (in literature no less than gaming) Ken Perlin responds to Victoria Vesna and Will Wright.
The man behind The Sims, Will Wright, places narrative controls back in the hands of gamers.
Animals and invaders populate the space of Janet Murray's counter-response.
Pat Harrigan and Noah Wardrip-Fruin introduce Cyberdrama, the first section of First Person.
The builder of Façade, an "interactive story world," Michael Mateas offers both a poetics and a neo-Aristotelian project (for interactive drama and games).
Ken Perlin on a game-narrative difference that makes a difference: does agency, rather than identifiction, make characters in a game seem more real than those in novels or films?
Moving from the holodeck to the game board, Janet Murray explains why we make dramas of digital simulations.
An essay by Tara McPherson (and a conversation with Anne-Marie Schleiner) concerning patch mutations, opensorcery, and other explainable gaming offshoots.