Current Headway

an investigation of differences in [the perception of] time between architecture and [first-person / brief] games, and how this impacts social encounters

Thursday, 7 July 2011

Words from the Developers

Below: So far I have said quiet a bit, constantly highlighting the differences and similarities about how time in architecture in real life and in video game are captured through social interactions. I also recently showed a video from Half-Life 2 that provided some evidence of this, in playing with Dog. However I thought it would be a good idea to provide an interview with Half Life 2 creator Gabe Newell, who talks about his experience in writing the Half Life trilogy. Gabe says many things about writing games, and a lot of them clarify many of the claims I have made throughout the research I conducted so far.







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