Meaningful Choices in Twine, History & Counterfactual History (PoH Notes, Part 2)

Mar 23, 17

Posted by in Articles

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...

read more

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

Feb 18, 17

Posted by in Articles

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...

read more

Practical Necromancy* Begins with Latin

Feb 23, 11 Practical Necromancy* Begins with Latin

Posted by in Articles

In my previous ‘Practical Necromancy’ post, I made the argument why we should toy with history, using the Netlogo agent based modeling environment. Let me tell you today what happened when I introduced the idea of simulating the past to my first year students. The phrase ‘digital history’ does indeed appear...

read more

Practical Necromancy* for Beginners

Jan 20, 11 Practical Necromancy* for Beginners

Posted by in Articles

My students – especially my first year students – sometimes wish for direct, first person testimony. Wouldn’t it make life easier if we could just interrogate them, read what they thought, directly? Seeing as how most of the people in question (in my classes) are Romans, this would require a wee bit of necromancy,...

read more

The Presence of the Past in Fallout 3

Dec 13, 10 The Presence of the Past in Fallout 3

Posted by in Articles

Fallout 3 offers much to swoon over. In hindsight though, the most memorable moments from my game play are not slow-motion replays of exploding super mutant heads. Most of the in-game moments that have stuck with me involve interactions with, Apple II-ish green-screened in-game terminals. Computers that have apparently been running...

read more