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13915: Re: [MUD-Dev] Narrative, quest design, and the solution of in-game problems

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From: "Angela Ferraiolo" <a.ferraiolo@worldnet.att.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 7 Jun 2000 21:31:31 +0200
References: [1]
Organization: Kanga.Nu
----- Original Message -----
From: "J C Lawrence" <claw@cp.net>
To: <mud-dev@kanga.nu>
Sent: Thursday, June 08, 2000 1:39 AM
Subject: [MUD-Dev] Narrative, quest design, and the solution of in-game
problems


>
> While his cant is significantly different from the recent
> discussion,
> http://www.gamasutra.com/features/designers_notebook/19991229.htm
> --<cut>--
> In its richest form, storytelling - narrative - means the reader's
> surrender to the author. The author takes the reader by the hand and
> leads him into the world of her imagination. The reader still has a
> role to play, but it's a fairly passive role

I don't agree with this. The reader's role isn't  passive.
This is the fundamental misconception.
--- angela




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