The past no longer exists.

The future of the web relies upon: 1. The quickest route to finding the content that interests you… 2. Finding better ways (and more of them) to use the Internet to make money, either by utilizing content, or by providing it. Remember…you decide; you draw your own conclusions… The only punishable question is the one […]

Magazine/Magasin.

A walk-in or walk-thru magazine…a living periodical. Every month, the gallery changes. It is advertised, at newsstands, on television, and in other periodicals, with a repro cover image and masthead, but exists only in person…Readers may subscribe to it, and receive a discount…It is closed two days at month’s ending for set-up and reinstallation. Meanwhile, […]

Textworks.

How can the word “dynamic” apply to meaning? Perhaps we can create a context where we pre-visualize a setting – a site where the “interactive reading is to take place — and basing the rest upon a pre-history — namely, the user’s own back-story – he or she can assimilate new fiction as an ongoing […]

Rule 9. The over-arcing theme.

Sometimes, the theme of one’s work becomes apparent over the course of experimentation, or improvisation. Balance that, against: Can this somehow represent something which is greater as a whole, than as the sum of its parts?

Rule 8. Make it beautiful, but more importantly, make it plausible.

Can we make it look as beautiful as possible, without making it too beautiful?

Rule 7. Never underestimate the players.

Visit the links to the content, backwards and forwards. Is security important? How easily can they find you, and what would this do to the effect of the story you’re trying to tell?

Rule 6. Create a world around that.

With a fictitious character, there are so many questions surrounding that character and their world. What did they just do?

Rule 5. Revisit the backstory (and do it often).

If you were to provide an account of what happened later, and try to account for their motives, what would these be? For the overarcing theme of a film to resonate as the end credits roll, the director’s vision should appear to illustrate a principle beyond the simple summary of its parts. If a mystery […]

Rule 4. How do players learn the rules?

Sometimes there is a rule book. And sometimes there isn’t. In the latter case, the creators and the players will still need to agree upon some fundamentals. It is important that everyone first agree that they are playing a game. Sometimes, int he case of a reality based game, the rule book is part of […]

Rule 3. Devise the backstory.

Any creative property has a backstory; namely, the part that is interesting to the audience because it suggests the overarcing theme and humanity of the story. It is the history, and it also suggests that there will be a future after the entertainment is supposedly over. It enriches the story line and invites the audience […]