Week 5: February 5
interactivity & agency
|prepare||Sicart, Miguel. “Against Procedurality.” Game Studies. 11.3. (December 2011). http://gamestudies.org/1103/articles/sicart_ap/.
Anthropy, Anna. Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art. Seven Stories Press, 2012.
Frasca, Gonzalo. “Rethinking agency and immersion: video games as a means of consciousness-raising.” Digital Creativity. 12:3 (2001) 167-174.
Play or watch play-through: The Stanley Parable (2011); Her Story (Sam Barlow, 2015); a sandbox game (Grand Theft Auto V, Skyrim, Minecraft, etc.)
An Associate Professor in the Interactive Media Division of the School of Cinematic Arts, Richard Lemarchand is a game designer, a writer, a public speaker and a consultant. Between 2004 and 2012, Richard was a Lead Game Designer at Naughty Dog in Santa Monica, California. He led the design of all three games in the Uncharted series including Uncharted 3: Drake’s Deception, and Uncharted 2: Among Thieves, winner of ten AIAS Interactive Achievement Awards, five Game Developers Choice Awards, four BAFTAs and over 200 Game of the Year awards. Richard also worked on Uncharted: Drake’s Fortune, Jak 3 and Jak X: Combat Racing for Naughty Dog, and helped to create the successful game series Gex, Pandemonium and Soul Reaver at Crystal Dynamics in the San Francisco Bay Area. He got his game industry start at MicroProse in the UK, where he co-founded the company’s console game division. Richard has made storytelling action games the focus of his career, and he is interested in the way that narrative, aesthetics and gameplay work together to hold a player’s attention and facilitate the expression of their agency.
6 Feb- Blog Post 2