I like this idea. Does anybody know where I might find more detail about how the writing was done, for a game like, oh I dunno, Skyrim or something like that? Surely that type of writing involves many people and a plan for how they work together.
I agree. It seems that when the idea was originally proposed, it couldn't have taken into account the kinds of electronic, or non-linear writing and media that would come after it. So perhaps it isn't dead, just redefined.
I found one. It looks like the developers built their own software to help them write the story, program for contingencies, etc. It's called "radiant story". http://www.gameinformer.com/games/the_elder_scrolls_v_skyrim/b/xbox360/archive/2011/01/17/the-technology-behind-elder-scrolls-v-skyrim.aspx A tool like that exists for making video games, but I wonder if something similar might work for text, or for other artforms (installation art?).
I like this idea. Does anybody know where I might find more detail about how the writing was done, for a game like, oh I dunno, Skyrim or something like that? Surely that type of writing involves many people and a plan for how they work together.
I wonder: are there still any active MUSHes anymore, or has everybody moved on to World of Warcraft?
There's a program called Tinderbox for the mac that can be used to build hypertexts.
I agree. It seems that when the idea was originally proposed, it couldn't have taken into account the kinds of electronic, or non-linear writing and media that would come after it. So perhaps it isn't dead, just redefined.
I think that interface is a big part of the problem. Those new Apple iPad textbook things look promising as an example.