18.06 / 15.06 / 13.06 / 21.06 (today)
Ooh look at my little paper to take small to do lists, I love it
Winter is here ❄❤
seen from Czechia
seen from Czechia
seen from United States

seen from China

seen from United States

seen from Netherlands

seen from United States

seen from United States

seen from United States

seen from Türkiye
seen from Germany

seen from United States
seen from Syria
seen from Malaysia

seen from United States
seen from United States
seen from United States
seen from United States

seen from United States

seen from United States
18.06 / 15.06 / 13.06 / 21.06 (today)
Ooh look at my little paper to take small to do lists, I love it
Winter is here ❄❤
I can’t ignore math any longer since I’m entering ✨exam month✨ once again but hopefully I can post more afterwards
J’ai fini mon mémoire, vous pouvez le lire ici : http://myreader.toile-libre.org/Lea_Murawiec.pdf
Ça parle de bifurcations dans les fictions comme les jeux vidéo, les bd, la sf et le cinéma, c’est intéressant je vous le conseille.
“Pigzbe app aims to teach children about cryptocurrency” ____
Arthur and Puff are everywhere … Facebook | Stampsy | Tumblr | Soundcloud | Pinterest | Instagram
(via Shaped - BIS Publishers)
The Killer (2011)
Creator(s): Jordan Magnuson
Type: Flash
Language: [EN]
Status: Port Available
A game about a walk and a choice
September 12th (2003)
Creator(s): Newsgaming
Type: Shockwave
Language: [EN]
Status: Available through emulation
(Content Warning: Blood, gore)
What if heritage games were open world?
Open world games are my favorites - I'm a chronic sidequest accumulator - and the idea of interpreting archaeological sites through open world games was one of the starting points for Immersive Heritage. But what about the drawbacks of open worlds?
spoiler alert: they feel like games are open world for the sake of it, rather than because it benefits the game.
There's the obvious problem of how to create quality open worlds which successfully interpret and communicate those archaeological and historical facts that were the starting point. There's also the issue of the tremendous weight of what we don't know from the historical or archaeological record. To top that all off, the absence of a main narrative can be off putting. What's the point?
Scale, uncertainty, aimlessness. All pretty thorny criticisms. But imagine the power of stepping into a mostly functional historical landscape and seeing the interrelationships between craftspeople, farmers, elites, men and women and children. For serious games where knowledge sharing is the driving force, these can be lessons that are much more impactful than textbooks and glass cases full of pottery (said with affection; I've spent plenty of happy hours with archaeological pottery!).