Metamorphic Texts (Talk)

These are some slides and text based on the talk I gave at the British Library’s Off the Page: Chapter Two event on April 13. I was invited to speak about works of mine that make use of classical sources. It’s relatively rare that I get to give a talk actually about classics (even in the context of games) and I jumped at it.

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What I’m talking about today connects those two points, because I’m going to be discussing three games I wrote that drew on classical poetry, history, and mythology. (I didn’t pitch it this way in the room, but this is partly a talk on classical reception, the field that looks at how work from the ancient world is recast by later authors, artists, playwrights and propagandists.)

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Level Up! The Guide to Great Video Game Design (Scott Rogers)

levelupcover.jpgLevel Up! is a book about game design and mechanics for would-be practitioners rather than academics. It’s by no means the only such book out there, but it enjoys pretty excellent reviews and has been recommended to me by a couple of designers I respect.

This won’t be quite a standard review, though, because I’m coming to the book with a particular question in mind. Namely: most of the game writing and narrative design books I’ve reviewed on this website have been somewhat or (in some cases) completely lacking in any discussion of how game mechanics interact with story.

So I’m curious: do I find more about the mechanics aspect of narrative design if I start with a book that’s explicitly into the mechanics? And even if Level Up! doesn’t talk about story-related mechanics as such, can I find general principles of mechanics design that also apply in the story space? For my friends who ask about learning more about the story-mechanics interface, can I point them at this book?

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