>> toward authentically interactive characters and stories
May 25, 2005 by sean.
“Ultimately we’re talking about creating characters, worlds and systems that have the flexibility and generative power of simulations, but are designed to temporally progress at a good pace, perhaps integrated with drama management, to keep the pace of the experience moving forward and avoiding play that devolves into repetitive, rote labor or long stretches of inaction.” /Grand Text Auto/