Class Notes - April 19
Space in interactive fiction is purely conceptual. The player never sees the room he’s in, but it is described.
Games have rules that are sometimes contrary to the rules in the real world. Within those rules, when playing, we must suspend our regular expectations, morals, etc.
To demonstrate the importance of architecture to New Media, we played Half Life 2 for a bit. Then we took a look at the editing program called Hammer, and were able to navigate through the same world that we played, but we were able to see the keyframes and triggers that set off events.
The building blocks of Half Life 2 are modular. They work together, they’re customizable, and they’re interchangeable.
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