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    <description>recent bookmarks from infovore</description>
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  </channel><item rdf:about="http://www.wired.com/gaming/gamingreviews/commentary/games/2008/10/gamesfrontiers_1006">
    <title>Games Without Frontiers: 'Pure' Shows Off Fun of 'Artistic' Physics</title>
    <dc:date>2008-10-06T07:00:58+00:00</dc:date>
    <link>http://www.wired.com/gaming/gamingreviews/commentary/games/2008/10/gamesfrontiers_1006</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["In essence, the in-game physics cooked up by Pure's designers isn't merely a matter of being realistic or unrealistic. The physics is evocative, creating your worldview within the game, and even metaphoric: When you play Pure, you realize that physics is one of the truly artistic elements of an action title." Yes! Spot on, Clive Thompson.
]]></description>
<dc:subject>pure games physics emotion evocation play simulation expressionism</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:ef06f56829d0/</dc:identifier>
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<item rdf:about="http://versusclucluland.blogspot.com/2008/09/on-visibility.html">
    <title>Versus CluClu Land: On Visibility</title>
    <dc:date>2008-10-04T08:52:30+00:00</dc:date>
    <link>http://versusclucluland.blogspot.com/2008/09/on-visibility.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I think this vision of artistic expression as a form of collaboration is a truer description of the nature of game design than of any other medium, because video games are inherently interactive." Pliskin on Steve Gaynor, and the gap between the screen and the gamepad.
]]></description>
<dc:subject>games writing art expressionism author mechanics rules</dc:subject>
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