But what about the emotional effects arising from the interaction between systems and "content"?
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Replying to @jurieongames
@jurieongames second paragraph of@flantz's article touches on that. the way content synergizes with system is deeply interesting.2 replies 0 retweets 1 like -
Replying to @chaosprime
@jurieongames it's when the content has no synergy with system that it's arbitrarily replaceable and basically pointless fluff.@flantz2 replies 0 retweets 1 like -
Replying to @chaosprime
@chaosprime@flantz Related question: Is a system a system if the computer does not know it?1 reply 0 retweets 0 likes -
Replying to @jurieongames
@jurieongames dunno. what would a system that the computer doesn't know look like?@flantz1 reply 0 retweets 1 like -
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Replying to @jurieongames
@jurieongames what about IF does the computer not know? it has all the possible states, transitions.@flantz1 reply 0 retweets 1 like -
Replying to @chaosprime
@chaosprime@flantz Hm. Are those the systems the designer created, and the player perceived though?1 reply 0 retweets 0 likes -
Replying to @jurieongames
@jurieongames they'd seem to be the ones the designer created, or at least paramaterized if procedurally generated.@flantz1 reply 0 retweets 1 like -
Replying to @chaosprime
@jurieongames whether the player perceives them basically constitutes their competence with the game.@flantz2 replies 0 retweets 1 like
@jurieongames (with the systems of IF notoriously tending to degree of idiosyncrasy amounting to designer-mind-reading requirement.) @flantz
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