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    <title>Destiny’s Raid Is Interesting Because It Is A Game | this cage is worms</title>
    <dc:date>2014-10-22T15:52:01+00:00</dc:date>
    <link>http://thiscageisworms.com/2014/10/22/destinys-raid-is-interesting-because-it-is-a-game/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["When Smith describes the raids as “linear,” which allows the developers to “build on your knowledgebase,” he’s really describing something profound in the context of Destiny: the Vault of Glass is a game, where Destiny overall is merely a series of loops." Oh, that's a good way of putting it. (This is a strong article about one of the most interesting parts of Destiny - its first Raid. The Kirk Hamilton interview linked off it is excellent, too.)]]></description>
<dc:subject>destiny games design vaultofglass loops notloops</dc:subject>
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<item rdf:about="http://transcriptions.english.ucsb.edu/archive/courses/warner/english197/Schedule_files/Manovich/Database_as_symbolic_form.htm">
    <title>Manovich: Database as a Symbolic Form</title>
    <dc:date>2012-03-06T07:46:40+00:00</dc:date>
    <link>http://transcriptions.english.ucsb.edu/archive/courses/warner/english197/Schedule_files/Manovich/Database_as_symbolic_form.htm</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Or, in a diffirent formulation of the legendary author of Sim games Will Wright, "Playing the game is a continuous loop between the user (viewing the outcomes and inputting decisions) and the computer (calculating outcomes and displaying them back to the user). The user is trying to build a mental model of the computer model.""]]></description>
<dc:subject>games loops models willwright</dc:subject>
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<item rdf:about="http://www.tomhume.org/2012/02/tight-loops-and-feedback.html">
    <title>Tom Hume: Tight loops and feedback</title>
    <dc:date>2012-02-20T22:46:48+00:00</dc:date>
    <link>http://www.tomhume.org/2012/02/tight-loops-and-feedback.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Unless you design, build, experiment and test in the real world in a tight loop, you can spend a lot of time on the wrong problems" Yep.]]></description>
<dc:subject>rodneybrooks tomhume robotics research repl loops tightloops</dc:subject>
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    <title>Sound Of The Funky Drummer « liner notes</title>
    <dc:date>2011-07-22T17:04:16+00:00</dc:date>
    <link>http://www.gavinbradley.com/linernotes/?p=1112</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[More comprehensive notes from Gavin Bradley - this time, on the legacy of Funky Drummer.]]></description>
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