Talk:A Maze Generator By any Other Name

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Plan for Maze Chapter.

I'm trying a new organizational structure for the Maze chapter, following Nick's lead of grouping around the conceptual permutations of "maze" rather than the chronology of the maze.

That said, I'd like to break this down into two parts.

Part 1: types of mazes Part 2: what makes the program maze-like.

Now this structure is provisional, and the final chapter may not have separated parts, but this framework should provide scaffolding for our construction.

Part 1: (As Nick alluded, this list is also somewhat chronological, though many of these conceptualizations can trace ancient roots and none of them disappear).

Types:

I'd like to assign us the sections, though feel free to volunteer for one or beg out of one. Also, we can help each other out. Use me as a go-between to get you help on any sections -- and I'm sure we'd all be happy to give each other feedback or extend. I would like everyone to be reading and commenting on each other's passages in Discussion.

Cretan Labyrinth/Ancient Mazes: (Mark) Religious Labyrinths: (Mark) Mazes in Dance (Patsy?) Hedge mazes: (Patsy? Puzzle-book mazes (Jeremy?) Psychology mazes (Nick?) Mazes in RPGS/Game Books (Jeremy or Mark S.?) Mazes in Computer Games. (Mark S.)

(Are we omitting any?)

Every section should be written with an eye toward how our maze program fits into these concepts. In fact, I think it would be strongest if we add that as a formal component of each concept, some closing section that discusses how 10 Print fits that concept.


Part 2: This section builds largely on Jeremy's work to examining to the ways in which the program becomes a maze and how changes to that program affect this visual conceptualization. I'd like to add to this section a discussion of the maze-like pattern as it will lead to the conclusion of this chapter, a brief meditation on the nature of the program as endlessly drawing rather than serving up patterns for us to process. Nick had alluded to the importance of the maze-designer and and I think a discussion of 10-Print as endless maze-design will help us resolve the chapter well. It will also point-toward Casey's section on visual design.

Variations: (Jeremy, can you build on your section in light of this structure)

Conclusions: (I'd like to give this a first pass)

Timeline: (trying to stick to our original deadline)

Develop sections by Sept. 17th.

I'll suture till 19th.

Someone else suture till 22.

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