Path of Honors — Thoughts behind the design of an interactive history

Feb 18, 17 Path of Honors — Thoughts behind the design of an interactive history

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Path of Honors (here at my Twine site on philome.la) is an experimental interactive history that I am designing in bits and pieces. The plan is to model an aristocratic Roman as he played the game of politics and sought to win election to offices and gain prestige and dignity for himself and his family. PoH  is skeletal right now...

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Banished: Towards a Playable Human Ecology

Feb 07, 17 Banished: Towards a Playable Human Ecology

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At first glance, Banished feels pretty familiar for gamers who grew up playing things like Age of Empires. You start with a small stock of supplies and a few workers standing around in the wilderness. Your task is to efficiently convert that wilderness into a late-medieval settlement. I was initially excited about Banished because...

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Path of Honors Update

Dec 18, 16 Path of Honors Update

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As I noted in my last post Meaningful Choices – (Twine Developer Diary) – Part 3, I have been working on developing my own Twine interactive history alongside the projects my students are designing. With the winter vacation, I’m hoping to post an update on the student projects and another analysis of...

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Oxenfree, Memory, and Public History

Nov 22, 16 Oxenfree, Memory, and Public History

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  Oxenfree is not a game you’d immediately associate with history. The adventure game, released on various platforms in the first half of 2016, follows five teenagers as they visit an island for a party but soon become involved with a supernatural presence. Without giving too much away, the group discovers ghosts, time...

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From line-end formula to aristeia: how an epic ruleset goes from mechanic to theme

Oct 25, 16 From line-end formula to aristeia: how an epic ruleset goes from mechanic to theme

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In my last post I discussed the most basic rule of the epic game: kleos. Oral epic developed in such a way as to provide glory to heroes by naming them at the end of the poetic line. Now I’m going to push forward and show how that simple mechanic When we take a look at a typical section of a battle book of the Iliad, which...

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Meaningful Choices – (Twine Developer Diary) – Part 3

Oct 18, 16 Meaningful Choices – (Twine Developer Diary) – Part 3

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This is the third in a series of posts intended to get readers thinking more about interactive text as a tool for history education and how students might be enabled to design their own researched, text-based historical simulation games using the interactive fiction design tool, Twine. The first post discussed the differences...

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