Will Wright's Dream Machines
Mike writes "Will Wright writes in Wired Magazine, primarily centering his focus on imagination, how it affects the way we play games, and how it is affected in turn by the games we play. From the article: 'Games cultivate - and exploit - possibility space better than any other medium. In linear storytelling, we can only imagine the possibility space that surrounds the narrative: What if Luke had joined the Dark Side? What if Neo isn't the One? In interactive media, we can explore it.'"
We can explore any aspect of the story that the developer already thought up and wrote code for ...
Religion is a gateway psychosis. -- Dave Foley
Even in the most linear stories, traditional media has to work very hard to make a reader/watcher feel the tension of the main character's choices. We are desensitzed to the classic hero position -- "Choose right or die." It takes an extremely talented writer to really make you worry. But even in the most unoriginal and linear games, you are in the hot seat and you can *die* if you choose wrong. This is especially try of nethack/moria roguelikes, where death doesn't just mean load up the last save point. It immerses you in a story. Games have emotional power -- I hope to see more developers use them to tell a story and not just see pretty pictures. Cinnamon