
“Everybody’s upgrading, nobody’s downgrading”.

The hunger for real interactive story seems to be on the wane. Much of the “story” stuff at GDC has now been pushed into routine game design forums (writing dialog for characters, creating linear storylines for games, cut-scene design, etc.).
#Inshort i started blasting feh how to#
Though there were a couple of events about the future of interactive story (including Andrew’s panel), they mostly had the flavor of “we’ll, we haven’t made much progress” or “we don’t know how to make progress”.

I spent the majority of the conference in an addled daze, finally feeling human the day I flew back. I didn’t have nearly as good a time at GDC this year as last, mostly due to the horrible cold I came down with the day I flew out. The big recent events to report on are my trip to GDC and the Living Gameworlds Symposium we hosted at Tech last week. With Spring “break” upon me (my break involves catching up on all the things I’m ludicrously far behind on), I thought I’d try to sneak in a blog post or two.

Well, it’s been forever since I’ve blogged the last couple of months have been truly brutal. Thanks to past GTxA hosts: the Center for Research in Computing and the Arts and the School of Literature, Communication, and Culture.
