Our exploration of scenario design draws on a popular action game to show some of the important features of one approach to The Quest as an adventure model.
Posted on 27 August 2004
Our exploration of scenario design draws on a popular action game to show some of the important features of one approach to The Quest as an adventure model.
Posted on 20 August 2004
The thirteenth quarter of the series wraps up with a look at the connection between dreams and memories, in addition to providing a free look back at the previous dozen articles.
Posted on 13 August 2004
The lack of light conceals problems within problems; this article considers a few solutions to a problem that is often overlooked.
Posted on 11 August 2004
An eerie setting provides some food for thought.
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