Bembeneck’s post on spatial storytelling generated an interesting discussions in the comments about the differences between, and utility of, time and space/place to storytelling. Today we’re going to explore the ways time and space interact in public history projects in the digital realm, and we’re going to dip our toes into the waters of gaming.
Your mission for today is to propose, and then describe in a blog post, a digital game through which people learn about the San Francisco earthquake and fire of 1906. In keeping with the reading for today, think about whether space or time might be a better organizing principle or driving force for a game about the earthquake and fire (and their aftermath).
In your blog post, consider the roles of space/place and time in your game. In what ways did you consider space and time in your game planning? Which is more important to the gameplay, and why?
Some resources on the twin disasters and their effects:
- The Wikipedia page on the quake provides a good overview
- The National Archives provides a few primary sources, including some images, if you’re looking to include something like that in your historical game
- This NPR story has some interesting anecdotes and details on which you might want to draw
- You can get a real sense of place in these “before” and “after” film clips placed side-by-side