'I want to make games for people who read Gravity's Rainbow'
Monte Davis
montedavis49 at gmail.com
Wed Jan 27 12:29:37 CST 2016
Off to Steam as soon as I read it - thanks!
Long ago, teaching at Dalton School in NYC, I put together an experimental
course on "literature of childhood": books and stories for, about, and by
children, Including of course Alice in Wonderland & TTLG.
The school encouraged multimodal projects, and three of the students did an
"Alice" board game with very good, painstaking artwork. It was just like
Monopoly, with locations from the books instead of Atlantic City streets,
and "bread" (buttered tea-party style) instead of money. So far, so
moderately imaginative. What made it Carrollian was that landing on two of
the squares -- or using any of several "get out of jail free"-style chance
cards -- swapped players: you (Twedledum) took over the Queen of Hearts'
token and its position, her bread and properties, and she got yours. All
game tactics, of course, went madly meta, and half the class played it
obsessively for hours on end to determine if the game could be gamed to
restore any notion of "winning."
I told the creators that I was awarding an A, a C, and an F, and they could
roll the dice for them.
On Wed, Jan 27, 2016 at 11:56 AM, Mike Weaver <mike.weaver at zen.co.uk> wrote:
>
> http://www.theguardian.com/technology/2016/jan/27/jonathan-blow-designer-video-games-braid-the-witness
>
>
>
>
> -
> Pynchon-l / http://www.waste.org/mail/?list=pynchon-l
>
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