Friday, July 31, 2009
Various forms of entertainment have taken a stab at predicting our future. I particularly would not like having to battle against robots like the film “iRobot” starring Will Smith. Unfortunately, pressing a button to eliminate any sort of disastrous disorder will not work in this case.
While reading the paragraph concerning the rovers, I thought of the Pixar animation release “Wall E.” The robot was programmed to clean up the Earth, which has been massively polluted. He continues on this mundane routine daily and would probably not have stopped if he didn’t meet the high-tech robot named EVE. The animated film explored the ideas that robots could fall in love and develop on their own over time. I don’t know if the scientists behind Wall E designs build “love” into his system. EVE went against her designs to save Wall E, which brought out a humanistic nature to her. This is always an important element to weave into stories, because like Crawford stated in an earlier chapter, stories are about people.
Thursday, July 30, 2009
Do not miss his MUTO masterpiece a few posts below.
To be honest when I began this class I had no idea that Interactive Storytelling was going to be technologically based. As days in class went on I was appalled by the fact the RPG video games, as well as others that I have played were Interactive Stories within them selves. Trying to find an Interactive Story in my opinion is quite tough. As Crawford states " Interactive storytelling is so difficult that any foothold ou can get is worth trying" I agree with him 100 % on this one. Finding the skeltal base of our story or story trace as defined in the book was quite tough, but after a while our group grasped on something, and held it tight. What interested me most in this chapter was reading about DNA and HEFTI. DNA as stated in the book is like our own "biological computer". It helps us adapt, and its kind of like the story of our lives.
The role of an author of an interactive story or system is to create a narrative that will engage the participant and produce opportunities that allows the participant to take charge of some aspects of the story. In addition, the author is responsible to organize the information in a way that will give the story meaning and will stimulate the participant’s imagination. According to the book “Pause and Effect” by Mark Stephen Meadows there are three principles of interaction which are; input/output, inside/outside, and open/closed. The first principle “input/output” is based on the concept that every input should create and output and vice versa. Therefore in an interactive narrative, the participant should be able to take part in a way that his interaction with the system will promote some sort of change. An action inflicted by the participant has to cause a reaction in the narrative system. Meadows refers to the second principle of interaction as “inside/outside” or “inside-the-skull” and “outside-the-skull”. The author Meadows explains that “inside” deals with experiences that occur inside the readers subconscious such as imagination. The “outside” is the experiences that can be physically felt by the participant such as sound, tactile, and so forth. In the third principle “open/closed” Meadows states that an interactive system should get better the more the system is used. A “closed” system is a predictable system or narrative where the participant knows exactly what will happen next. On the other hand, an open system is unpredictable, and the participant cannot foresee the result of his actions.
See this fascinating graffiti animation. Ruben showed it to me during class so he deserves all the credit for finding it. It's interesting how this story progresses from a single wall to an entire city block.
Watch, listen, turn off your other senses and enjoy.
Wednesday, July 29, 2009
I was on Youtube.com like always and I came across this video. In this video you will see a helmet which allows the user to see themself through the first person shooter perspective which is one of the most popular views in video games today. When I saw it I thought about Interactive Storytelling becuase it's like your living your life but through someone else's eyes. I don't know if this is real or not but I plan on doing more research on it becuase this is an interesting idea to me.
Chris Crawford examines several interactivity research designs in the 19th chapter. He states that research in interactive storytelling is speculative and are not designed to function. The design is meant to demonstrate that one day with the proper funding, it could be "feasible/functional." I understand the importance of coming up with ideas that push the envelope and test boundaries. Yet, I feel that to some extent grad students that are conducting this research should keep feasibility in the forefront of their mind. What's the point of spending time and money on something that could never happen? Design at some point needs to have some sort of function behind it, otherwise it's just pretty. Crawford also talks about Facade, which we explored a bit a few weeks ago. Crawford, says that Facade is "the best actual working interactive storyworld." He does address that this program is confined and there are reaction deciders. This seems to me that the interactivity is very limited. I feel that as a participant you are a simple bystander in an awkward situation. So I would say that this program is interactive but on an extremely limited level.
Tuesday, July 28, 2009
The link posted above is an interesting visualization of the extreme growth of the internet over the past decade. Note how 17% of world commerce now occurs through a medium that was barely present just 20 years ago.
Chris Crawford is known to consider interactive fiction a dead end for interactive storytelling. As he states in his book, "Interactive fiction is certainly interactive, and it’s fictional in the sense of being made up, but it’s certainly not storytelling." But the medium itself, in this case the internet, can be considered a story, or at least the initiation of an ever-flowing story where the characters are endless and the plots are f0rever interesting.
A closer inspection of the linked image reveals such storylines that may give us a glimpse at what kind of cultural experiences will overtake the medium in the coming years. For example, it is obvious and widely known that most technology advancements have emerged from the western world (as well as Japan and Korea), yet the advancement of the internet into the traditional household, even in the poorest countries, allows us to get an intimate look at some cultural underpinnings never before seen by the internet's traditional western audience. And the poorest countries taken into consideration are only poor in the financial sense; culturally there is a wealth of knowledge that make these an untapped source of richness unimagined by most.
Just a few days ago, I came upon a photojournalism blog that showed a fascinating story about an Israeli woman being wed to a Syrian man. They met through the internet, and though they loved each other unconditionally, their families were each on the other side of a heavily contested border that has to be patrolled by armed UN peacekeepers. The woman chose to travel across the border to be with her husband, in spite of the sharp cultural chasm encountered when moving across that border. Like a modern take on Romeo and Juliet, this story reveals an incredible set of experiences in another part of the world that I would have never known about if it wasn't for the onset of the digital age. And this is just one of thousands of events being catalogued daily through the several blogs and websites covering the internet.
China now has more internet users than the entire population of the entire United States; India's tremendous population is seeing a technology boom that reaches to the poorest neighborhoods; cheaper technologies allow children in Africa to crank a manual battery to power laptops provided by aid research from MIT. All of these events have allowed cultural hegemony to dissolve. The possibilities are now endless, and I would envision Chris Crawford agreeing that the internet as a medium on its own can be one of the most interesting interactive storytelling devices ever devised. The possibilities are truly endless here.
It's still a little wonky in some spots, but it's still a work in progress. We'll be adding some more content in the following days.
Monday, July 27, 2009
youtube videos of Merce Cunningham performances.
Urbanscreen is a group of architects and designers based in Bremen, northern part of Germany. Their work is an exciting example of creativity and superb execution. Notice that the players are as engaged as the audience with a total suspension of disbelief.
This second video is not yet in their website and although not "interactive" I think you will have your neurons firing away! enjoy
Watch them in full screen mode if possible (right-click on the video).
This concept of the branching tree structure was discovered as an unsuccessful tool for interactive storytelling and was discarded by Group II. Crawford goes on to say that “In interactive storytelling, plot is replaced with a web of possibilities that communicate the same message.” The revised approach for the interactive storytelling project is to let the audience create an art piece that is the combination of individual works of art and express them as a whole. To achieve this concept, a blank canvas is used like a graffiti wall for users to apply layer after layer of work. Crawford also states, “To understand the abstractions…, you must first let go the notion of plot.” The wall becomes an abstraction of individuals and their creative works, thus enabling a network of people to join a common interest that can be discussed and interpreted endlessly. The wall is ever-changing and constantly evolving.
• Photoshopped ThrowUp (Photoshopped images)
• Photo ThrowUp (photographs)
• Graffiti ThrowUp
• Paint ThrowUp (MS Paint)
• Sketch ThrowUp (scanned sketches)
A blog will be created that coincides with each wall of art for people to explain their work and comment on others.
Sunday, July 26, 2009
Now onto the main part of this discussion. I have finished the code for the teleporters and the item givers. I will give the scripts to my teammates. To use the scripts you must:
For the teleporters:
1)put the script inside the object that you want to be the teleporter (if object is linked with other objects, a special code must be made for it). You can do this by selecting the object, going into the edit menu, going to the content tab, and dropping the text into the folder.
2) under the objects tab (inside edit), at the bottom left corner of the box, select when clicked on sit on this object.
For the item givers:
1) place the object, notecard and script inside the item that you want to use by dropping the stuff inside the folder in the content tab. (Again, inside the content tab of the edit menu of the object).
Lastly, we also need to come up with a name for the game. We need to choose the name quickly tomorrow.
Anyways, see you all there, and I hope this walkthrough helps.
PS. If this is too confusing, I will do a quick walkthrough tomorrow in class for my group.
The branching tree structure brought up by Chris Crawford(p.124) reminds me of the choose your own adventure books(CYOAB) I used to read as a child. When I first started this class, I immediately thought of these books as a perfect example of an interactive medium. Oh, how wrong I was.
The branching tree structure, used in the CYOABs, is little more than a story trying to get an extra mile out of a tank on E...better yet, since we are metaphoring* cars, a CYOAB is like having a learners permit; sure your driving around town, you can go left, you can go right, but in the end it is all up to your mom, sitting in the passenger seat, telling you exactly how far you an go. CYOABs only offered you so many possibilities, all of which were already predetermined, and lacked flexibility(just like a parent).
For full interactivity, there should never be an end; certainly not a clear one. If there must be an ending, let those possibilities be endless.
*NEW WORD, not yet in dictionary.
Saturday, July 25, 2009
Friday, July 24, 2009
FAT Project-Fairytales Adventure Time
RRALHP Project-Red Riding Hood Hood, Ratatouille, Alice in Wonderland, Little Mermaid, House (as in grandma’s house), and Peter Pan
When I considered the methods in which a drama manager attempts to mold the storyworld into a desirable form, I thought of two examples.
One is the maze and the rat. The rat’s goal is to escape the maze and hopefully find a bit of food on the way. Escaping the maze would earn it 80 points, but finding the food would boost it to a perfect score, which is ideal. The goal of the maze is for scientist to test if rats do intend have measurable intelligence or is it just a trail by error process. How many shots of intelligence does a player require to play a fighting game like Ark the Lad Twilight of the Spirits or is it mostly a trial by error process? While the rat is roaming through the confusing environment, the scientist can install new walls to confound the poor creature even further. The scientist wants the experiment to take a successful turn.
Consider again the novel Inkheart by Cornelia Funke, which I had mentioned in an earlier post. Fenoglio, an author or storybuilder within the tale is one of few who can bring back dead characters or erase existing ones in the novel. Futilely, he attempts to bring back his beloved Cosmos character from the dead to defeat the army of the Adder (the Silver Prince), but each time he does, the story degrades even further until Fenoglio gives up his advantageous ability for a period of time. The point of Fenoglio’s mistake is perhaps it is better not to “correct” the player and to retain free will in the storyworld. Should Fenoglio really be messing around with necromancy? Probably not. It is better to treat the players as an “adult” by killing them off rather than treating them like a “child” by blocking their foolish actions.
Also, I wanted to add that the concept of “verbs” dominating and being an essential foundation for video games and computer software is new to me. Now, pressing the Microsoft sign in the top left corner of my computer screen, I’ve noticed a total of eleven verbs, which seven of them branch off to different verbs. I can understand why building Microsoft alone took the time of over 100 computer software designers.
Knowing history and keeping a file of it, whether in the mind, on the computer, or in a well-kept cabinet is essential to saving time, especially involving the long url addresses. I rarely want to memorize these addresses, because it is too much of a hassle, so I depend on the history feature on my browser, which allows me to search for a desirable place that I have visited in the past.
Gossip is significant in a game, especially when players are looking for interactivity. In games that I’ve played, I’m always instructed sometime down the line to talk to someone for important information relating to my quest. It is important to be cautious and weed out the malicious gossip. I find this relevant to my group’s project, since there will be characters in the different fairytale worlds with a wolfish characteristics, giving out false clues. It is nice to be updated on the latest news. Perhaps that is why Facebook and Twitter are such successful social utilities. They make gossiping faster and more efficient. Of course, the chapter involving “verbs” comes into play to define the way in which characters “gossip”. It would be awkward for me to say that I saw three businessmen gossiping during lunch. Somehow, the word “gossip” conjures up images of four women rolling mahjong tiles between their fingers and “gossiping” about what they saw, heard, etc.
The segment concerning “scoring system” will come in handy next week when my group will be discussing Little Red Riding Hood’s measures of success and the consequences of not retrieving all the items from the various fairytales. I think our group should consider Crawford’s point system for the tale of King Arthur.
After choosing from one of nine characters (all seem like different versions of the archetypal Little Red Riding Hood character, albeit at different ages) the game throws the player into the titular "path", and a cryptic message briefly shows on the screen: "Go to Grandmother's house... and stay on the path..." Follow the game's only direction and you find a "You Failed" screen as soon as you find your granmother's room in her house, all akin to a game over. In a stark contrast to almost every other video game I have played, this was pretty disorienting at first. I did what the directions told me to do, and yet I "failed" the game. In this sense, The Path is parodying the way every video game always sifts the player through unquestioned directions. The first challenge in the game is an actual challenge of convention. You have to stray from the path to start experiencing the game.
As cliche as it sounds, once you start thinking outside the box is when you start to experiment the genius in this game. The game has bright, colorful graphics when you're in the path, but once you venture out into the forest the colors start to dilute and the game takes on a much darker tone. The farther you go into the forest, the darker and scarier the game turns. All the other aspects of this game follow this theme. The music is a simple piano tune while you are on the path, but once you go inside the forest the music fades away and random, creepy noises gradually fill your ears (growls, whispers, footsteps, a blackboard scratching). It can be genuinely scary to venture really deep into the forest, which is where you start seeing the fable unfold.
In your life you may choose to take a safe path to the end, experiencing very few unique moments but being generally safe throughout. This can lead to a life of regret, where you may wish you had taken more risks and lamented the opportunities you let get away. On the other hand, you may try to lead a life of adventure and risk, experiencing unique moments that will forever stay in your mind, though at the risk of also experiencing some horrible moments that will be hard to erase from your head.
This is what I believe The Path is trying to convey. The notion that curiosity has both advantages and disadvantages is nothing new, but playing this game made me reflect on how I personally lead my life. Roger Ebert once commented that "art is a medium that makes you reflect on your own life, even if it's not a positive perspective of it". This game is not always fun, and in some cases it can be quite disturbing, but you will have its imagery and messages stuck in your head for a long long time.
Chris Crawford suggests that static mediums, like video games, are usually not considered the best examples of interactive art since the participant only experiences a set storyline that cannot be interacted with. But my argument for this game's place as a prime example of interactive art is that the story itself can be interpreted in several ways. The user decides what to take from this story, and his inputs in the game directly reflect on the outcome of the experience.
Thursday, July 23, 2009
Science has always been an interest to me. As Chris Crawford states in the text book. The subject we call Science is so abstract. The fields of Science are so broad and expand outward greatly. The universe as it expands itself leading to more exploration of the universe. The information in Science is unlimited, in our lifetime, there is so much to learn, so much to research. Planets just having indirect evidence, that we have never seen in real life, just through images. The more abstract these ideas are the more we strive to finding the real meaning. The subject of Science is bounded around how Abstract the matter is. I find it amazing that Science is ever expanding, into new ideas, where one field can interact with another, branching off into more abstract ideas. I am forever interested in Science, and I want to further learn about the body, in my research of this Abstract world of what we call SCIENCE.
When researching for ways to integrate the idea of a graffiti wall and internet users for the project, I stumbled upon the "YrWall". The YrWall is a digital graffiti wall created by a small creative company called Lumacoustics. The wall is essentially a blank canvas that allows people to create works of art or to just have fun.
Source: IMP Awards
Suddenly, I am reminded of the movie The Island starring Ewan McGregor and Scarlett Johansson. The clones in the movie carry out a systematic lifestyle where a majority of them do not stop to consider the reasons behind their actions. How are they all so sure that “the island” actual exist?In the movie, they work in the lab and mix together different chemicals? Why do they do this? Part of being human is to be curious and to ask questions (not necessarily vocal). The concept applies to doctors. Physicians cannot always work in a systematic manner, because their patients are not like video games. Once you play through it a few times, you are bound to know all of its strength and weakness (how to beat it efficiently).
Source: Natural News
The human mind and body is complex. Sure, it’s important to know the cardiovascular system, the nervous system, and the digestive systems, but the truth is, they are interrelated. This is why drugs have side effects. Physicians must always be on their toes and not land face down through unexpected trapdoors that patients open up. If interested, please click on title to view article.
Source: Media Photobucket
Wednesday, July 22, 2009
Tuesday, July 21, 2009
First let me say that I am a proud UF freshmen (innocent and fearless at the same time!) Except I forgot the fearless part as I wondered farther and farther away from campus in search of my destination, onto empty streets and foreign roads. The few cars that whipped past me drove dangerously close to curb and the few construction workers I saw were giving me the 'stink-eye'. Suddenly I remembered the Freshman Manual! Rule Number 34: When scared sh#$less call your mother! Yup, I called my mom. She wasn't very proud of the feat I had undertaken, explaining to me that I could get "shanked or killed walking alone"... moms always know just what to say to make you feel better. After 15 minutes of walking, I finally saw something that remotely looked like a school (bloodied books on the sidewalk, JK!!).
I was walking around campus for a while before I saw the main office. The lady inside said I could get to Mead library by going 'down the stairs and across the creek'. It was overcast and when crossing the old wooden bridge above the creek I couldn't help but think of the theme song to 'Are-you-Afraid-of-the-Dark'...best show EVER! Anyway I finally found Mead Library. Within minutes I had checked out my book and made my way once again back to the street.
I wasn't looking forward to the return journey, when I noticed a block ahead of me a bus was pulled over to the side of the road. When I got to the bus I peered in side the open doors. The bus driver turned to me a smiled "Come on in!"
Really?! Now come on! Would I be stupid enough to jump on an EMPTY old rickety bus when the bus driver wants me to "come on in" even though he doesn't know where I'm going!?
Heck yeah! It was hot outside!
I asked if he could take me to Rawlings Residence Hall and he did -quickly. I don't know if this in anyway constitutes Interactive storytelling, but I thought about how quickly my journey ended simply by jumping on a bus. I wouldn't have had a story at all if I'd found a bus route to my destination in the first place. Anyway...that is the basis for interactivity right? Choices? How many times have you made a seemingly insignificant decision that effected your entire day and or life?
Monday, July 20, 2009
(mind you the video does appear biased) First of all, the mere fact that castration occurred without consent of a parent is absolutely astonishing. The reporter mentions that the family is "suing"--- I was incredibly surprised that a much more forceful term was not used, like up to the neck in malpractice law suits. Which on perhaps a more humanistic level, I wonder what possessed this doctor to perform an illegal surgery. I wonder if he felt that he was in the medical right or if he felt some form of a moral obligation my some set of beliefs to do this. Either way, what he did WAS illegal. When I came across this video, I noticed it was entitled "Surgical Abuse of Intersex Child." I never considered the fact that gender reassignment could be abused. I further found in my research that some of the associations that create awareness for intersexuality are severely opposed to infant gender reassignment. Some of these surgeries are results of not only ambiguous genitalia, but also botched circumsion. Now that I have seen some of the responses from different spectrums of people involved, I keep their point of view into consideration while creating our viral campaign.
Sunday, July 19, 2009
Imagine God walking on stage. He needs no spotlight because the glow from his body illuminates the dark room. Sitting down in a black, comfy chair, he glances over at the stack of books on the mahogany table. He crosses his fingers and grins. “I won’t be needing those,” he gestured.
Before reading the words of Chris Crawford, I have thought of God as a creator, a force to love and fear, but not a storyteller. Does he control our every move? Is there freewill? “Every event that takes place in the universe happens according to His benevolent design. There are apparent evils in the universe, buy they are all part of God’s greater intentions…a terrible disaster is an “act of God,” but so is a murder.” If a murder was an “act of God” and all living beings are ruled by the concept of determinism, are we solely responsible for all forms of punishments?
After reading Inkheart by Cornelia Funke, I find the relationships between the author and his/her more complicated than just the mind of one individual producing the realm of the others. “Like some omnipotent god, the story builder decides their actions and predestines their fates. Conversely, the history of the universe is nothing more than a huge story written by God that we act out.” There is a saying in Chinese that the pen is more powerful than a sword. Sure, with a sword, a warrior can slice through ogres and disable a fiery beast, but with a pen, an emperor can end thousands of lives by signing a single execution document.
I find that playing the game of “interactive” storytelling with children is the most fun, because like Annie, they are “forgiving audiences.” Similar to Annie’s grandpa, I enjoy my younger brother’s interruptions. I “come in with basic principles of storytelling, and then…makes up the story…in response to,” my brother’s, “needs and interests.” However, I can understand why designers of games, writers, and authors would want to hold the reins of the story. “If the story is to be truly interactive, the player must be able to change they story, but if the player changes the story, the artist cannot control its development, and the player will likely ruin the story.” If players or fans could contribute their ideas to the storyline Friends, would the success of the show increase or decrease? Instead, would the story just branch out like a tree on hormones and then tumble down because of all the weight?
In a recent post, I mentioned the games Soulcalibur III and Ark the Lad Twilight of the Spirits. Both are constructed around a constipated story. True, the games are not truly interactive, because like a movie, there is more reaction than interaction. However, despite this flaw, I enjoyed the games. After leaping through the “hoops” by fighting ridiculously strong villains and/or searching for more than half an hour for an item, the short clip is a worthy reward. Dissecting this concept further, I find the relationship between the game designer and player much like a trainer and his/her animal. For performing the correct task, the animal receives a reward. The animal anticipates the reward and the trainer can keep the animal “on its toes” or entertained by making the rewards random (not following a pattern). Would a designer make a game show a clip only every five complete task? Would that make the player lose interest or keep them playing because they know when the video will show? Should each clip only last a certain amount of time? Think of a trainer giving a lion only beef. What about the other meat varieties?
Source: Chris Crawford on interacting storytelling
Saturday, July 18, 2009
I know many young boys who have played with dolls and dresses up as girls when they were two or three, but they've grown up to be very masculine young men. The most compelling factor about using a toddler as a gender reassignment patient, is that they are completely innocent. This is why I believe group four should choose a younger child.
Friday, July 17, 2009
...The majority of parents of intersexed children still choose surgery to avoid social stigmatism, but many intersexuals are critical of the choices made for them when they were infants. While Dr. Nihoul Fekete thinks parents should determine the sex of their child at birth and that surgery should be performed right away, Vincent Guillot (Paris), the founder of Organization Intersex International, calls the surgery he had as a child a "mutilation". He describes himself as neither male nor female. (From the CBC report)
Thursday, July 16, 2009
let me know what you think.
What in games lures a person to sit in front the television to the point that his/her hands ache from the muscle sores? With every button pressing against the seconds that just float away, it doesn’t take a genius to realize that after ten hours of smashing, blocking, or whatever passion drives us, our brain has become “numb”. No, the antidote is not a hot cup of espresso, but a process called sleep that gives the body and mind time to recover. Personally, I do not play many video games, but I do recall the “numb” effect. My hands warm against the PS2 controller, I was awake 3a.m. in the morning. The images on the screen lit my dark bedroom. I was either playing Soulcalibur III or Ark the Lad Twilight of the Spirits. What reason did I have to keep on playing? The games neither advanced my career nor offered a monetary prize, but I was willing to sacrifice my sleep for it. Each game had a set of objectives, which were not out of my comprehension. If they were, would I have kept playing? Probably not. Complexity is not a necessity for a game to be great. I was the protagonist and had to go on a journey to save someone or something.
What kept me in the gaming zone for hours beyond reason is the need to obtain a certain goal, to reach a new level, and to have a source of satisfaction? What if I reached that objective earlier than expected? Well, I push forward onto another one and throw another time limit out there. I tell myself that I will beat this villain by midnight, but sadly it is already 3a.m. and I am still tightly holding onto the controller. I feel more frustrated after each failed attempt and think to myself that this game is keeping me away from the warmth of my bed. Let’s be honest. I was keeping myself awake. The games, with their eye-catching graphics, offered me an engaging world. Wrapped in a ball, the conflicts were simple. If I didn’t win the game, my comrades and I were dead. I was never a fan of morbid endings, so I was determined to give the saving the world things a try. The games offered me different choices, such as which path to travel first, which I enjoyed. What I find different in some games is the saving option. How much I loved just pressing the “Start” button and seeing the option to save. Now, I have to fight across the virtual world in search of the saving spot, which in reality could take over half an hour.
A concept that I found interesting in Chris Crawford’s storytelling book was his view on people in stories. He wrote, “Stories are about people…Lord of the Rings, for example, is not about the ring, but about Frodo’s struggle. Replacing the ring with a magic sock or a hat or eyeglasses would not have changed the story much. Replacing Frodo with, say, Han Solo, Don Quixote, or Huck Finn would have changed the story beyond recognition.” In truth, Soulcalibur III and Ark the Lad Twilight of the Spirits both contain tales of betrayals, friendship development, and other fragments of being “human.” I find that these pieces bridge a connection between the player and the character. As the story unfolds all its layers, it is hard to imagine another character playing the central role(s) other then the character(s) casted. I am a fan of the show Friends and after watching all ten seasons, I find it difficult to imagine another actress playing Monica. With the help of the writers, Courtney Cox has brought life to one of the beloved characters on the show.
Wednesday, July 15, 2009
With the release of Splinter Cell Conviction this fall UbiSoft will be trying to engage readers in a entirely new way. For years most videogames featured cut scenes that the player was forced to just watch to continue the story. However in the new splinter cell players will be able to interact with the story during the cut scenes. Developers hope that this will get the gamer more engaged in the story. They tested this idea during the last level of the previous splinter cell game. Personally, I thought that having to decide whether or not to kill someone was very intense. Mainly because your decisions also affect the outcome of the game. How successful will this be, with most videogames its either hit or miss.
Tuesday, July 14, 2009
Beginning and Ending Locations:
1.Little Red's House
2. Grandmother's House
1.Alice in Wonderland (Forest)- Denis
2. Peter Pan (Sky-Flying Ship)- Tam
3.Ratatouille (Kitchen)- Namon
4.Little Mermaid (Sea)- Aaron
1. Basket (Little Red's House)
2. Teapot (Alice in Wonderland)
3. Mushrooms (Alice in Wonderland)
4. Rose (Alice in Wonderland)
6. Recipe Book (Ratatouille)
7. Cheese (Ratatouille)
8. Recipe Bood (Ratatouille)
9. Fork (Little Mermaid)
10. Blanket (Little Mermaid)
11. Wine (Peter Pan)
12. Cards (Alice in Wonderland)
13. Clock (Peter Pan)
14. Candle or Candle Stick (Little Mermaid)
15. Pan (Ratatouille)
16. Fish (Little Mermaid)
"And speaking of journalist sources... a quick story: Several years ago, my brother was involved in an international military incident when he was flying his F-18 over Kuwait and was given coordinates for his target and told to fire. The coordinates he was given were the tower, rather than the target. Bad mistake. Within a week or two, the USS Greenville (nuke sub) was involved in the Ehime Maru mess when the sub hit the Japanese fishing boat off the coast of Hawaii.