Transmedia and tabletops (rules of the text 3)

Mar 08, 12 spacer

Posted by Roger Travis in Articles

If a rule, in general, is a constraint placed on an agent by the agent’s cultural situation, then in a cultural zone understood as appropriate for play that general sense of “rule” transfers nicely to a sort of constraint that allows a player to make choices (cf. Sid Meier’s famous definition of a game as “a series of...

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The rules of song and the rules of myth: playing with dragons and other mythohistorical archetypes

Feb 23, 12 spacer

Posted by Roger Travis in Articles

George RR Martin titled A Song of Ice and Fire advisedly, I think, with reference to the bardic traditions of European culture that gave us also the Iliad, the Odyssey, Beowulf, and the Song of Roland among many others. As I’ve demonstrated, those bardic traditions worked like games. That we call them “oral improvisatory...

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A modest proposal for viewing literary texts as rulesets, and for making game studies beneficial to the publick

Feb 09, 12 spacer

Posted by Roger Travis in Articles

In this post, I want to try to open a new direction in my own thinking about play and art. As you may have gathered from previous posts here at Play the Past, I see games and other works of art as part of a continuum of μίμησις–or, in my own terminology, of practomime: that is, literally, the doing of playing pretend. I...

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The mask of Apollo and the ruleset of civilization, or what game-based learning can get you

Dec 01, 11 spacer

Posted by Roger Travis in Articles

The operatives of Team Agathoboulos in Operation KTHMA (aka Greek Historical Writings) are tasked with playing an aspiring tragedian. Tragedy, that arguably greatest of dramatic genres, held incredible cultural importance in the Athens of Herodotus and Thucydides; the tragic drama of Aeschylus, Sophocles, and Euripides–along...

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Breaking the chains of Duck Hunt, with an ARG as boltcutter

Nov 10, 11 spacer

Posted by Roger Travis in Articles

The prisoners in Plato’s Cave don’t want to get up. The chains are superfluous, as they would be if applied to a player on an BioShock binge, or even on a Duck Hunt one. The interactivity of the contests I talked about in my last post is the real chain, and Plato has his Socrates speak both of chains and of the prisoners’...

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