“Filmmakers proceeded blindly, with little to guide them in the way of either precedent or theory. They did not exactly know what effects they wanted, nor, to the extent that they knew, did they all want exactly the same effects. As a result there were many experiments – in technology, in dramaturgy, in narrative, in set design – some of which proved to have no sequel.”
Geoffrey Nowell-Smith, ”The Heyday of the Silents,” in The Oxford History of World Cinema
Halo 3: How Microsoft Invented a New Science of Play, by Clive Thompson for Wired.
Game Design Essentials: 20 Difficult Games, by John Harris for Gamasutra.
Man, talk about videogame logic!
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