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J. Bronaugh Vorderkunz's Blog
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I'm an aspiring narrative designer - my undergrad was in Classics (i.e. Greek and Latin), and I'm currently in the MA in Communication Studies program at Baylor University. I've been playing video games since way back: my dad used connections to score me Super Mario Bros. II & III each a week before they hit the stores, so I was a cool kid, at least for a few days there. I <3 stories, telling them, reading them, writing them, seeing them...playing them - video games are a shiny new medium and I hope to be a part of the development of the new forms of narrative they will generate (and already are)! Ludology vs. Narratology - LAME! The best games are fun to play and have an immersive world brimming with narrative: the Zelda games, BioShock, Left4Dead, WoW, and the list goes on... A good game can have just one of those aspects, but the best have both. At least in my inflated opinion.
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Member Blogs
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Design and Criticism: the future of Game Studies |
| Posted by J. Bronaugh Vorderkunz on Tue, 08 Sep 2009 02:27:00 EDT in
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| Wherein I outline my own personal view of the uncharted territory which Game Studies should seek to claim... |
| Read More... | 0 Comments |
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Linearity and Medium |
| Posted by J. Bronaugh Vorderkunz on Wed, 26 Aug 2009 02:43:00 EDT in
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| Videogames are often contrasted with older media (such as films, books, and TV shows) in the context of linearity. The supposition is that VGs are nonlinear, whereas the older media are linear. Let's examine this and see what we find... |
| Read More... | 2 Comments |
Metaphysical Decisions  |
| Posted by J. Bronaugh Vorderkunz on Thu, 13 Aug 2009 02:04:00 EDT in
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| Using the Fallout and D&D universes as examples, I explore how metaphysical decisions affect games in both mechanics and narrative. |
| Read More... | 11 Comments |
What In The Heck Is A "Game", Anyway?  |
| Posted by J. Bronaugh Vorderkunz on Fri, 31 Jul 2009 02:18:00 EDT in
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| Eskimos have 40 words for snow (not exactly, just go with me...) but English speakers have 1 word ("game") for a thousand different things. What does "game" mean to you? |
| Read More... | 11 Comments |
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Immersion and Designer Intent |
| Posted by J. Bronaugh Vorderkunz on Sat, 18 Jul 2009 02:07:00 EDT in
Game Design
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| Achieving immersion is a fundamental goal of game design; but what is immersion's place in human psychology/sociology, and what does that mean for designers? |
| Read More... | 0 Comments |
J. Bronaugh Vorderkunz's Comments
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Comment In: Serious Or Stupid? Baiyon, Lemarchand's Call For GDC Questions [News - 03/01/2010 - 06:28]
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Vision vs. Viability - The ... Vision vs. Viability - The Muse whispers into one ear, but The Accountant shouts into the other: if I want my creation to be immortal, how do I know when I should be listening to one or the other, neither or both |
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Comment In: There's Cheese in Your Game! [Blog - 02/18/2010 - 07:14]
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Good article. I have one ... Good article. I have one comment that doesn't change the substance of the argument, but is something to ponder, perhaps: player types. Not necessarily the Bartle types, rather i'm referring to the fact that some players refuse 'optimal paths' because there is no challenge in a zero risk endeavor - ... |
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Comment In: Why Metrics Matter for Team Play and Player Satisfaction [Blog - 10/06/2009 - 08:27]
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Cool Like yourself, I'm in ... Cool Like yourself, I'm in the process of creating a theoretical framework for both game design and analysis although I'm basing my work off of different Theorists and using different assumptions. By late November I'll have the first part of the work done it's a paper for a class - ... |
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Comment In: Gaming Generation Y [Blog - 10/04/2009 - 03:15]
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I think the original post ... I think the original post was well written and thoughtful, I simply disagree with some of the premises and thus can't concur with the conclusion. Let's do a bit of quick analysis: http://www.census.gov/popest/national/asrh/NC-EST2008-sa.html The Baby Boom supposedly marked the largest growth in, well, growth in US history - maybe to ... |
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Comment In: Dynamics of Narrative [Feature - 09/24/2009 - 05:00]
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To me, the Campaign mode ... To me, the Campaign mode of L4D is the best example of this sort of dynamic pacing. Each play session will pace with slight variations, but they all generate a classic horror-movie-style experience that moves from tense anticipation to wild action to desperate relief. |
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Comment In: The Three Qualities of Level Design [Blog - 09/13/2009 - 05:27]
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Martin - I totally agree ... Martin - I totally agree that great levels can save an average design and that bad levels ruin even great designs. And no, I don't put art below programming |
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