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

Mar 23, 17

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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...

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

Feb 18, 17

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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...

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A Survival Sandbox

Mar 05, 14

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There has been a recent blooming of games that place players in narrative-free survival situations (often called “survival sandboxes”). There’s something about the thrill of living when you should be dying. Often, much about these games are taboo in the classroom- hopeless violence, unacceptable language. But games can be...

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Problem Spaces, Part 2: The History Class

Mar 27, 12

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Last week I proposed that the design of historical simulation games around problem spaces provides guidelines for how one can meaningfully critique them as historical interpretations. This week moves to the flip side of the coin: how the concepts and functioning of problem spaces illustrated so well in historical simulation games...

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Historical Simulations as Problem Spaces: Some Guidelines for Criticism

Mar 21, 12

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What simulation games do best as interpretations is present the past in terms of problem spaces. This is a concept I have co-opted from games and learning theorists (most notably Henry Jenkins and Kurt Squire) for use in thinking about how we teach and learn about the past and use simulation games. I have an article in the works...

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