I've written
an article that follows up on some of the ideas expressed in our 2006
Realtime Art Manifesto. It specifically questions why most videogames don't seem to take advantage of the
non-linear and
real-time properties of computer technology; and attempts to define those properties in a more inspiring way than is generally done. Because I believe that embracing and exploring the real-time nature of our medium, by ridding ourselves from the shackles of both linear narrative and competitive play, is the key to its artistic maturity.
Enjoy the read!
Please let me know if you find any grammatical errors or if there's any statements that are unclear.