Stéphane Bura

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Game Design Theory

Emotion Engineering in Videogames, Toward a Scientific Approach to Understanding the Appeal of Videogames - a theory about how to design game systems that can induce a chosen emotion in a player. This is a more detailed model than the one I presented at Game Focus Germany 2008.

A Game Grammar - my take on Raph Koster's Game Diagramming.

Explicit Intent: Shared Story Ownership between Player and Game - a paper I presented at AISB'06 (Adaptation in Artificial and Biological Systems - Symposium on Narrative, AI and Games).

Ontologie de la fiction interactive dans les jeux vidéo (Ontology of Interactive Fiction in Videogames) - a French article in Word format. It's a chapter I've written for Nicolas Szilas and Jean-Hugues Réty's book Création de récits pour les fictions interactives (Story Creation for Interactive Fiction).

Other Articles

MINIMEME: Of Life and Death in the Noosphere - an old paper (Word doc) I wrote for From Animals to Animats 3, the third international conference on simulation of adaptive behavior. It's an attempt to obtain some objective knowledge about emergent behaviors in a complex system. In my defense, it was published a few years before memes became a meme.

Information Economy in RPGs - a piece of gamemastering advice (English abstract, French text) that I wrote for Conspirations, the French adaptation of Atlas Games' Over The Edge. It deals with the economy of information in the game and how "Knowledge is power" doesn't necessarily means that "Secrets are power". Incidentally, I believe that this model would be great for a new kind of adventure games, less puzzle-oriented and more focused on character interactions.