Monthly Archives: February 2014

Agency, Interactivity, and the Implicit Contract

One extremely common area of discussion about videogames, both in what constitutes its academia and among the general public, is how the narrative of a videogame itself can be interactive. Perhaps relieving ourselves of the need to discuss the very specific, and substantively different, definition of that term used by Chris Crawford in his book on the subject, we can say broadly that people expect an interactive narrative to react, in some way, to their inputs, in a way that your average book or film (Choose-Your-Own adventure instances of those media excluded, of course) does not.… Read the rest

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