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    <title>Pinboard (infovore)</title>
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    <description>recent bookmarks from infovore</description>
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	<rdf:li rdf:resource="http://cruiseelroy.net/2009/04/who-needs-to-win/"/>
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  </channel><item rdf:about="http://www.gamasutra.com/view/feature/4290/on_changing_the_shape_of_.php">
    <title>Gamasutra - Features - On Changing The Shape Of Interaction</title>
    <dc:date>2010-02-26T20:36:24+00:00</dc:date>
    <link>http://www.gamasutra.com/view/feature/4290/on_changing_the_shape_of_.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["...let's not kid ourselves. If you sell a game that's a first-person shooter, then no matter how many RPG elements you shoe-horn into the game, the shadow that hangs over every character interaction that you have, no matter who they are, is the question in the player's mind of "What happens if I shoot this person?" And that's our own fault! We've sold the player that; we've made a contract with the player that says it's okay to kill people. Why would we then chastise them for exploring that?" Patrick Redding is brilliant. This interview, with Chris Remo on Gamasutra, is great - Remo asks some smart questions, and Redding gives some really smart answers.
]]></description>
<dc:subject>patrickredding chrisremo gamasutra gameplay narrative interaction perspective</dc:subject>
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<item rdf:about="http://cruiseelroy.net/2009/04/who-needs-to-win/">
    <title>Cruise Elroy » Who needs to win?</title>
    <dc:date>2009-04-12T19:34:18+00:00</dc:date>
    <link>http://cruiseelroy.net/2009/04/who-needs-to-win/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["As I listened to Wil’s surprisingly impassioned speech, and the protestations of the other party members, a thought popped into my head: role-playing is when you make poor gameplay decisions on purpose." Dan values narrative success over ludic, rules-based success.
]]></description>
<dc:subject>games play gameplay roleplaying success failure drama narrative</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:8edef2306ade/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
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<item rdf:about="http://clicknothing.typepad.com/click_nothing/2009/03/gdc09-part-2-improvisation-presentation-materials.html">
    <title>Click Nothing: GDC09 - Part 2 - Improvisation presentation materials</title>
    <dc:date>2009-04-01T09:35:47+00:00</dc:date>
    <link>http://clicknothing.typepad.com/click_nothing/2009/03/gdc09-part-2-improvisation-presentation-materials.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Clint Hocking's presentation materials - talk, slides, short mpeg - from his GDC09 lecture, "Fault Tolerance: From Intentionality to Improvisation". It's meaty and weighty and it's really, really, really good, and covers lots of bases and I'll need to read it again. Lots of dense stuff about the balances between Far Cry 2's gameplay systems, designing systems for improvisation, and rebalancing games to what they want to be. My mancrush is not abated, sadly.
]]></description>
<dc:subject>gdc gdc09 talk presentation farcry2 gameplay games design balance systems improvisation impro clinthocking</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:85432cb844d1/</dc:identifier>
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<item rdf:about="http://blog.wired.com/games/2008/12/review-conseque.html">
    <title>Review: Consequence-Free Prince of Persia Reduces Frustration, Loses the Fun | Game | Life from Wired.com</title>
    <dc:date>2008-12-03T12:33:10+00:00</dc:date>
    <link>http://blog.wired.com/games/2008/12/review-conseque.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Yes, it's true that at no time while playing Prince of Persia did I feel any of the frustration that I felt on a regular basis in Mirror's Edge. But neither did I ever feel the joy of doing something right, of stringing together a perfect series of vaults and wall-runs and feeling like it was based on my own skill. Can one exist without the other? Is it impossible to create joy without difficulty? I don't know. But Prince of Persia lost something significant." I'm a bit worried about the new Prince, especially having read this; the challenge/reward balance is hugely important to it as a series, especially since the marvellous Sands of Time. Also, more worryingly: are developers shying away from letting players fail any more?
]]></description>
<dc:subject>princeofpersia review games gameplay mechanics challenge failure reward</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:f9a377ccca16/</dc:identifier>
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<item rdf:about="http://www.ludomancy.com/blog/2008/09/17/sense-of-wonder-night/">
    <title>Ludomancy » Sense of Wonder Night</title>
    <dc:date>2008-09-29T15:38:54+00:00</dc:date>
    <link>http://www.ludomancy.com/blog/2008/09/17/sense-of-wonder-night/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Moon Stories, a collection of my latest three experiments, got selected to be presented at the Tokyo Game Show during the Sense of Wonder Night, the japanese version of the Experimental Gameplay Sessions." Beautiful, notably "I wish I were the Moon"
]]></description>
<dc:subject>games play calvino narrative experimental gameplay flash</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:d058f3f92180/</dc:identifier>
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<item rdf:about="http://versusclucluland.blogspot.com/2008/08/why-warioware-is-game-design-dna.html">
    <title>Versus CluClu Land: Why WarioWare is Game Design DNA</title>
    <dc:date>2008-08-08T13:27:29+00:00</dc:date>
    <link>http://versusclucluland.blogspot.com/2008/08/why-warioware-is-game-design-dna.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Pliskin on WarioWare as a pinnacle of "pure gaming" - stripping away gameplay and interaction to the rawer level of "what are the rules"?
]]></description>
<dc:subject>warioware nintendo play rules interaction gameplay games</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:cba3da333702/</dc:identifier>
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<item rdf:about="http://www.gamesetwatch.com/2008/08/develop_braid_s_blow_on_why_ga.php">
    <title>GameSetWatch - In-Depth: Braid 's Blow On Why 'Games Need You' Develop: Braid's Blow On Why 'Games Need You'</title>
    <dc:date>2008-08-03T16:38:21+00:00</dc:date>
    <link>http://www.gamesetwatch.com/2008/08/develop_braid_s_blow_on_why_ga.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Gameplay elements have meanings outside of the visual and linear; the meaning of the gameplay rules is often in conflict within the visual meanings from the linear meanings, which results in a game becoming conflicted."
]]></description>
<dc:subject>gameplay play narrative story games jonathanblow braid theory</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:4b2c208e1633/</dc:identifier>
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<item rdf:about="http://versusclucluland.blogspot.com/2008/07/gamers-are-maximizers-of-utility.html">
    <title>Versus CluClu Land: Gamers are Maximizers of Utility</title>
    <dc:date>2008-07-21T15:55:33+00:00</dc:date>
    <link>http://versusclucluland.blogspot.com/2008/07/gamers-are-maximizers-of-utility.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I thought this decision to attach a reward to the choice represented a failure of nerve on the part of the designers ... wedding a gameplay-reward to a decision that ought be governed by one's sense of character and motivation."
]]></description>
<dc:subject>iroqouispliskin criticism games writing gta4 narrative gameplay storytelling reward</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:25ee67c3918d/</dc:identifier>
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<item rdf:about="http://versusclucluland.blogspot.com/2008/07/i-asked-harmonix-about-note-tracking.html">
    <title>Versus CluClu Land: I Asked Harmonix about Note Tracking, and Here's What I Learned</title>
    <dc:date>2008-07-10T07:14:45+00:00</dc:date>
    <link>http://versusclucluland.blogspot.com/2008/07/i-asked-harmonix-about-note-tracking.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["The people responsible for note tracking ... aim to reproduce the way that the song is played on a real guitar to the greatest extent possible within the confines of the guitar controller's limited repertoire of moves." Which is what I assumed.
]]></description>
<dc:subject>guitarhero play music games interaction gameplay notechart design</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:31d0ad098e6c/</dc:identifier>
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<item rdf:about="http://www.rockpapershotgun.com/?p=1159">
    <title>Rock, Paper, Shotgun: Best In The World At Kate Bush » Blog Archive » Fez Footage From GDC</title>
    <dc:date>2008-02-20T08:27:28+00:00</dc:date>
    <link>http://www.rockpapershotgun.com/?p=1159</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Finally some new footage of IGF competition finalist Fez." Oh wow. This looks like it could be very good indeed.
]]></description>
<dc:subject>fez games gameplay igf independenet innovative 3d 2d platformer</dc:subject>
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