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Playing with words: why novelists are becoming video game writers – and vice-versa

The Guardian

I've been working in games for a little more than 15 years, and the main thing I'd say about it at this point is that it's a pretty annoying job to explain at parties. People often say something like, "Oh, I don't really play games," which is surely an odd thing to tell a game designer moments after you've been introduced; I don't really eat croissants, but that's not the first thing I bring up if I meet a patissier. So one of the joys of publishing my first novel last year was the option to sidestep all of that, and say: "Oh, I'm a writer." I wrote a novel; I'm working on another one; job done, the conversation can move on. Nobody says, "Oh, I don't really read books," even though that's at least as likely to be true.


There's No Homunculus In Our Brain Who Guides Us - Issue 81: Maps

Nautilus

In the early 1980s, the psychologist Harry Heft put a 16 mm camera in the back of a sports car and made a movie. It consisted of a continuous shot of a residential neighborhood in Granville, Ohio, where Heft was a professor at Denison University. It didn't have a plot or actors, but it did have a simple narrative: The car started moving at 5 miles per hour and made nine turns from one street to another and then came to a stop after traveling just under a mile. One showed just the vistas along the route, the expansive layout of environmental features, such as a group of houses or trees seen from a distance. The second film showed the transitions of the route, the parts between each vista where the view is occluded by, say, a turn in the road or the crest of a hill.


Inkle's space archaeologist adventure won't tell you if your lost language translations are wrong

PCWorld

"The game isn't going to tell you if you got that right." It's an ominous way to start a game demo, but one I'm not too surprised by after playing 80 Days and Sorcery! Heaven's Vault is Inkle's new game, and I met up with studio co-founders Jon Ingold and Joseph Humfrey recently to get some hands-on time. At first glance it's a huge step away from Inkle's previous games--where 80 Days and Sorcery mostly played out in text, Heaven's Vault features fully navigable 3D environments. Your character Aliya Elasra is 2D though, her movements more suggested by a series of still frames than fully animated.