'I want to make games for people who read Gravity's Rainbow'
Mark Thibodeau
jerkyleboeuf at gmail.com
Wed Jan 27 13:19:19 CST 2016
That's just mean.
J
On Wed, Jan 27, 2016 at 1:29 PM, Monte Davis <montedavis49 at gmail.com> wrote:
> 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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