07-26-2005
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algorhythmic
02-20-2008
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05-21-2004

Chris Crawford

After teaching physics for several years, Chris Crawford joined Atari as a game designer in 1979. There he created a number of games: Energy Czar, an educational simulation about the energy crisis; Scram, a nuclear power plant simulation; Eastern Front (1941), a wargame; Gossip, a social interaction game; and Excalibur, an Arthurian game. He also ran the Games Research Group for Alan Kay. Following the collapse of Atari in 1984, Crawford took up the Macintosh. He created Balance of Power, a game about diplomacy; Patton versus Rommel, a wargame; Trust & Betrayal, a social interaction game; Balance of the Planet, an environmental simulation game; and Patton Strikes Back, a wargame. He has written five published books, including The Art of Computer Game Design (1982), now recognized as a classic in the field, and Chris Crawford on Interactive Storytelling (2004). He created the first periodical on game design, the Journal of Computer Game Design, in 1987. He founded and served as Chairman of the Computer Game Developers' Conference, now known as the Game Developers' Conference. In 1992, Crawford decided to leave game design and concentrate his energies on interactive storytelling. Crawford's Web site, Erasmatazz, offers a library with many of his essays on game design and interactive storytelling.

A RIPOSTE TO: Eric Zimmerman -<

Zimmerman does justice to the task. Eschewing the conceit of formal definition, he concentrates on utility rather than form. The sole test of his success then lies in the answer to the question: how useful are Zimmerman's definitions? To what extent do they bring us closer to understanding the concoction of game and narrative? Unfortunately, the concluding suggestions he offers don't seem to get us very far; no grand answers leap from the page. Perhaps this is too harsh a standard by which to judge his contribution. Perhaps we should settle for a more lenient standard of judgment, to wit: had these ideas been widely accepted ten years ago, would we have been spared some of the many disastrous marriages of narrative and interactivity we have seen?

Consider branching stories on the computer. After many years and hundreds of attempts, most with dismal results, many old pros have abandoned this design concept (although it retains a hard core of followers). If we apply these definitions to branching stories, will we unearth a fatal flaw? I think not. Branching stories don't violate any of the terms of these definitions, nor do they run against the grain of the further elucidations Zimmerman offers.

Eric Zimmerman respondsoutbound link