Gibberish.com

Title

Gibberish, Mike Sugarbaker's home

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Hearing Chris Crawford talk at the Northwest Games Festival was pretty eye-opening. First, I wasn’t aware that he’d shipped code; second, I wasn’t really cognizant of the size and shape of his ambitions. Basically, he wants to take the most ambitious, mainstream IF you could imagine, and surpass it. He seems to think that technology designed for building puzzle boxes out of words isn’t really suitable for making games about “people, not things.” He might be right, but let’s talk about that mantra there - “people, not things” - for which he (nearly) named an interesting essay. Herewith:

It is instructive to divide people into two groups: “object-people” and “people-people”. The first group loves the problems of the physical world, while the second group prefers to live in the social universe. Object-people prefer to focus their attentions on problems of a physical nature; they see the world as a fascinating collection of puzzles to be solved. People-people are more interested in the human condition; they tune into the fine shades of meaning of human behavior. […]

The people who do play with computers are object-people, and they prefer “objecty” entertainment, such as puzzles, resource management, strategy, spatial reasoning, and so forth. That’s why computer games now are so “objecty”. Their idea of a good story is something with a good puzzle or a mystery or something that can be analytically solved. Plot? Character? Let’s not get mushy! […]

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English

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Pmb 241
USA

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