Video game archaeology perhaps is the first example of a new New Archaeology, one that is post-material and post-human, one that not only intersects past and present, but that also uses the screen as the sole method of accessing new archaeological spaces. These spaces are made by people (or by machine) for other people to use, and are invested with creativity and examples of material culture. They are kinetic and also kinesthetic. They contain their own space-time. Each game is its own discrete entity, its own site. At the same time, each game exists in multiple, identical copies, circumventing the problem of the “unrepeatable experiment” of total excavation. They pose both classic and new questions to the archaeologist who operates in both the real and the virtual simultaneously using very real archaeological craft.
A early mock-up of the Maniac Mansion UI, which would influence many later Lucasfilm adventure games.
A map of the mansion, interestingly the limited disk space of 320k played a big role in the mansion size and layout.
Make maps that look like something you’d find at the back of cheap paperback fantasy novels.
Opengeofiction is a collaborative platform for the creation of fictional maps. Opengeofiction is based on the Openstreetmap software platform. This implies that all map editors and other tools suitable for Openstreetmap can be applied to Opengeofiction as well. The fictional world of Opengeofiction is thought to be in modern times. So it doesn’t have orcs or elves, but rather power plants, motorways and housing projects. But also picturesque old towns, beautiful national parks and lonely beaches.
Of course, rebooting can never truly wipe the slate clean. The slate is a palimpsest and contains all the traces and ghosts of previous incarnations. However, we can see (hypothetically) intertextuality and dialogism spiralling along a horizontal axis – the paradigmatic – and the story itself unfolding sequentially along a vertical axis which is the syntagm. Intertextuality may “destroy the linearity of the text,” as Laurent Jenny argues, but linearity is still preserved.
In order to give maximum creative freedom to the filmmakers and also preserve an element of surprise and discovery for the audience, Star Wars Episodes VII-IX will not tell the same story told in the post-Return of the Jedi Expanded Universe. While the universe that readers knew is changing, it is not being discarded. Creators of new Star Wars entertainment have full access to the rich content of the Expanded Universe. For example, elements of the EU are included in Star Wars Rebels. The Inquisitor, the Imperial Security Bureau, and Sienar Fleet Systems are story elements in the new animated series, and all these ideas find their origins in roleplaying game material published in the 1980s.
You Are Here is a study of place. Each of these maps will be an aggregation of thousands of microstories, tracing the narratives of our collective experience.
Every map tells a story, and writers yearning for new ways to tell stories are drawn to them. Walter Benjamin wrote of how he had “long, indeed for years, played with the idea of setting out the sphere of life—bios—graphically on a map.” Written when he was forty, “A Berlin Chronicle” resists a standard, linear biography and, instead, plots a map. Rather than a chronology, Benjamin creates a geography of Berlin; the relationships and events of the author’s life become map dots rather than plot points. A geographical map of Berlin converges with Benjamin’s personal map of the city, though Benjamin is still dependent on sentences and paragraphs.
„Star Wars Canon is now determined by the Lucasfilm Story Group which [Pablo Hidalgo] and I are both a part of,“ Chee tweeted on Sunday. The story group, he explained, „has a hand in all facets of Star Wars storytelling, including movies, TV, games and publishing.“ When asked what the change meant, he wrote that „a primary goal“ was to ensure that there was no hierarchy between the movies and spinoff material, but instead one cohesive canon across the entire franchise, adding that „more so than ever, the canon field will serve us internally simply for classification rather than setting hierarchy.“
Alex McDowell — one of the most influential designers in the world today — talks about how computational media are transforming storytelling. We are moving from the linear, auteur-oriented storytelling model of the printing press and industrialized film production to a collaborative, non-linear approach he terms world building.