[arg_discuss] ARGs, Game Industry & Story

Brian Clark bclark at gmdstudios.com
Fri Jan 25 06:45:08 EST 2008


Christy, did you see anything new or interesting in there? I got bored after
the third page: it felt like, in a couple of years, that group might
discover the Experience Design community about 9 years after it started :)

-----Original Message-----
From: arg_discuss-bounces at igda.org [mailto:arg_discuss-bounces at igda.org] On
Behalf Of Christy Dena
Sent: Thursday, January 24, 2008 7:48 PM
To: 'Discussion list of the IGDA ARG SIG'
Subject: [arg_discuss] ARGs, Game Industry & Story



"Late last year, a select group of experienced game designers, the unicorns
of the game development profession, gathered at a remote ranch in the dusty
hills of Texas. Their purpose? To solve the great game design issues of the
coming decade. The event? Project Horseshoe, organized by Game Developer
Hall of Famer George "Fatman" Sanger."



They split off into groups and discussed different issues. In a recent
article in Gamasutra, one of the participants in a group on Story described
where they looked for inspiration: ARGs.





Daniel Cook, 'The Watery Pachinko Machine of Doom: Project Horseshoe's
Thoughts on Story'

http://www.gamasutra.com/view/feature/3498/the_watery_pachinko_machine_of_.p
hp?page=1



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