Our conversation with Heather was interesting for the fact that it discussed technology in a way that I am not used to using it. Of course the pairing of gaming and an interest in computers is nothing new, coming from a architectural research standpoint, the idea of telling a story through technology is completely foreign. Without resorting to pictorial representation, how can we use technology, in an architectural setting to tell a story. I don’t think its a question that we can, or even should attempt to answer at this time.
Instead, our discussion focused primarily on the way in which games can tell stories. For the past decade or so, games have been driven by functional ideas. More pixels, bigger crashes, and figuring out how to design a controller. In any developing technology, pushing its technical capabilities is important to continued success, but it does little to redefine what a video game is. Now that these technical aspects are increasing in their developing cost, we are starting to see the arrival of smaller games, that, instead of focusing on technical development, pride themselves in the story they tell. In many of the games, this affects mechanics of the game, leading to varied navigation, and control techniques. It is in these instances, where the story telling method is tied directly to the way that you play the game, that the game is most successful.