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    <title>Pinboard (infovore)</title>
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    <description>recent bookmarks from infovore</description>
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  </channel><item rdf:about="http://gameshelf.jmac.org/2010/09/creating-interactive-fiction-w.html?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+GameshelfBlog+(The+Gameshelf+(blog))">
    <title>Creating Interactive Fiction with Inform 7 - The Gameshelf</title>
    <dc:date>2010-09-21T11:39:52+00:00</dc:date>
    <link>http://gameshelf.jmac.org/2010/09/creating-interactive-fiction-w.html?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+GameshelfBlog+(The+Gameshelf+(blog))</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["More important: the game, Sand-dancer, is a good game. It is not the sort of example that exists to have one of everything in the manual. It is the sort of game that exists to make IF better. Aaron puts it together on your workbench. You can see the parts going in, and I don't mean rules and action constructs now; I mean character, background, voice, theme, and narrative drive. He explains what he's doing, and what each game element is for. He talks about story structure and shape of interactivity. He discusses what you have to do to get the player involved and what you have to do to put the player in control." This sounds great. Add-to-cart.
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<dc:subject>if inform7 interactivefiction books</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:f82fa2104952/</dc:identifier>
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    <title>Aaron Reed - Experiment 1 — 1 of 1</title>
    <dc:date>2010-07-29T12:35:44+00:00</dc:date>
    <link>http://aaronareed.net/if/ex1/source.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["The story description is "Giving objects in a story world symbolic weight has often been done by hand, but rarely procedurally. Here's one method for doing so."." This is stunning.
]]></description>
<dc:subject>inform7 metaphor symbolism literateprogramming</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:3f7c3ce0216b/</dc:identifier>
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<item rdf:about="http://lacunagame.blogspot.com/2010/07/creating-interactive-fiction-with.html">
    <title>&gt;TILT AT WINDMILLS: Creating Interactive Fiction with Inform 7: Coming August 2010</title>
    <dc:date>2010-07-29T12:34:18+00:00</dc:date>
    <link>http://lacunagame.blogspot.com/2010/07/creating-interactive-fiction-with.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["The book assumes no prior knowledge of programming, but also doesn't treat I7 like a regular programming language: loops, for instance, are barely mentioned. In fact, Thinking in Inform 7 might have been a good title." This sounds great.
]]></description>
<dc:subject>if interactivefiction books programming inform7</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:d1df187cec6c/</dc:identifier>
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    <title>Rule-Based Programming in Interactive Fiction</title>
    <dc:date>2009-07-27T20:17:42+00:00</dc:date>
    <link>http://eblong.com/zarf/essays/rule-based-if/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Andrew Plotkin on some of the design of Inform 7, and rule-based programming as it applies to IF. Long story short: everything is exceptional, and designing systems to support the kind of stories IF authors want to tell is hard.
]]></description>
<dc:subject>programming games design language parsing rules if interactivefiction inform inform7 parser</dc:subject>
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<item rdf:about="http://nbhorvath.blogspot.com/2006/12/inform-7-code-poem-challenge.html">
    <title>N. B. Horvath's Blog: Inform 7 Code Poem Challenge</title>
    <dc:date>2007-07-04T14:58:36+00:00</dc:date>
    <link>http://nbhorvath.blogspot.com/2006/12/inform-7-code-poem-challenge.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Just beautiful. The sonnet and haiku are my favourites so far. (Inform 7 is a natural-language programming language for writing text adventures).
]]></description>
<dc:subject>poetry if code inform7</dc:subject>
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