{"id":330,"date":"2012-09-04T06:14:28","date_gmt":"2012-09-04T06:14:28","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2012\/?p=330"},"modified":"2012-09-04T06:14:28","modified_gmt":"2012-09-04T06:14:28","slug":"readings","status":"publish","type":"post","link":"http:\/\/mycours.es\/gamedesign2012\/2012\/09\/04\/readings\/","title":{"rendered":"Readings"},"content":{"rendered":"<p>CYOA \u2013 Christian Swinehart<\/p>\n<p>The author makes a quick comparison between CYOA and dictionaries near the beginning. The difference between the two however, is that in a dictionary you have a specific goal in mind and each step you take directly brings you closer to that goal whereas in CYOA your goal is to generically win and you may or may not take steps that will bring you closer. You have no idea how your actions now will affect you later. I\u2019m curious if it\u2019s possible to make a dictionary style CYOA.<br \/>\nThe author also never mentions whether any of the orderings (random, serial, coordinated) have any advantage over the other. Logically it doesn\u2019t seem like one would be better than another but there also has to be a reason why authors choose the pattern they do.<\/p>\n<p>The Garden of Forking Paths<\/p>\n<p>I was surprised that this story didn\u2019t reflect the novel it referred to that is, I was surprised that the outer story about Tsun wasn\u2019t itself a \u201cGarden of Forking Paths.\u201d And where Ts&#8217;ui Pen\u2019s novel at least recognizes that bad can happen, in the outer story nothing \u201cbad\u201d really happens. One could argue that the death of Albert and the main character are negative results, but I argue the opposite. With the death of Albert Tsun was able to ease the fear of his commanders off of his race and the secret of the labyrinth no longer stays hidden in Albert\u2019s mansion but will most likely be publicized with a possible publication of Dr. Albert\u2019s restoration of the work.<br \/>\nI\u2019m also curious as to how a book like the Garden of Forking Paths could be written. in order for all outcomes to happen at once, wouldn\u2019t the reader have to be aware of all possibilities at once? but the natural makeup of a book (that is it\u2019s page set up) makes this impossible because any given section of the book would have to pick a single path to follow thus ignoring all other paths .<br \/>\nLaslty, what was the point of mentioning this text at all? It seemed to have little relevance to the story as a whole.<\/p>\n<p>The text seem to structure itself as if we were in the mind of Tsun so some of the action seemed sudden or jumpy. It\u2019s an interesting addition to the story.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>CYOA \u2013 Christian Swinehart The author makes a quick comparison between CYOA and dictionaries near the beginning. The difference between the two however, is that in a dictionary you have a specific goal in mind and each step you take directly brings you closer to that goal whereas in CYOA your goal is to generically<\/p>\n<footer class=\"entry-footer index-entry\">\n<div class=\"post-social pull-left\"><a href=\"https:\/\/www.facebook.com\/sharer\/sharer.php?u=http%3A%2F%2Fmycours.es%2Fgamedesign2012%2F2012%2F09%2F04%2Freadings%2F\" target=\"_blank\" class=\"social-icons\"><i class=\"fa fa-facebook\" aria-hidden=\"true\"><\/i><\/a><a href=\"https:\/\/twitter.com\/home?status=http%3A%2F%2Fmycours.es%2Fgamedesign2012%2F2012%2F09%2F04%2Freadings%2F\" target=\"_blank\" class=\"social-icons\"><i class=\"fa fa-twitter\" aria-hidden=\"true\"><\/i><\/a><a href=\"https:\/\/www.linkedin.com\/shareArticle?mini=true&#038;url=http%3A%2F%2Fmycours.es%2Fgamedesign2012%2F2012%2F09%2F04%2Freadings%2F&#038;title=Readings\" target=\"_blank\" class=\"social-icons\"><i class=\"fa fa-linkedin\" aria-hidden=\"true\"><\/i><\/a><\/div>\n<p class=\"link-more\"><a href=\"http:\/\/mycours.es\/gamedesign2012\/2012\/09\/04\/readings\/\" class=\"more-link\">Continue reading <span class=\"meta-nav\">\u2192<\/span><\/a><\/p>\n<\/footer>\n","protected":false},"author":17,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-330","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"http:\/\/mycours.es\/gamedesign2012\/wp-json\/wp\/v2\/posts\/330","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/mycours.es\/gamedesign2012\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/mycours.es\/gamedesign2012\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2012\/wp-json\/wp\/v2\/users\/17"}],"replies":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2012\/wp-json\/wp\/v2\/comments?post=330"}],"version-history":[{"count":1,"href":"http:\/\/mycours.es\/gamedesign2012\/wp-json\/wp\/v2\/posts\/330\/revisions"}],"predecessor-version":[{"id":331,"href":"http:\/\/mycours.es\/gamedesign2012\/wp-json\/wp\/v2\/posts\/330\/revisions\/331"}],"wp:attachment":[{"href":"http:\/\/mycours.es\/gamedesign2012\/wp-json\/wp\/v2\/media?parent=330"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2012\/wp-json\/wp\/v2\/categories?post=330"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2012\/wp-json\/wp\/v2\/tags?post=330"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}