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    <description>recent bookmarks from infovore</description>
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	<rdf:li rdf:resource="http://en.wikipedia.org/wiki/Helmuth_von_Moltke_the_Elder"/>
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	<rdf:li rdf:resource="http://www.ericzimmerman.com/texts/RulesPlayCulture.html"/>
	<rdf:li rdf:resource="http://snarkmarket.com/2010/5750?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+snarkmarket+(Snarkmarket)"/>
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	<rdf:li rdf:resource="http://playpit.ch/2009/08/essay-everyday-hacks-why-cheating-matters/"/>
	<rdf:li rdf:resource="http://the-inbetween.com/2009/05/23/conflict-free-competition/"/>
	<rdf:li rdf:resource="http://clicknothing.typepad.com/click_nothing/2009/03/gdc09-part-2-improvisation-presentation-materials.html"/>
	<rdf:li rdf:resource="http://leapfrog.nl/blog/archives/2008/12/23/cities-systems-literacy-games/"/>
	<rdf:li rdf:resource="http://www.brainygamer.com/the_brainy_gamer/2008/12/dissonance.html"/>
	<rdf:li rdf:resource="http://fullbright.blogspot.com/2008/11/immersion-model-of-meaning.html"/>
	<rdf:li rdf:resource="http://www.howies.co.uk/content.php?xSecId=17"/>
	<rdf:li rdf:resource="http://www.wired.com/gaming/gamingreviews/commentary/games/2008/09/gamesfrontiers_0908"/>
	<rdf:li rdf:resource="http://www.kottke.org/08/09/road-runner-rules"/>
	<rdf:li rdf:resource="http://versusclucluland.blogspot.com/2008/07/rules-and-fun.html"/>
	<rdf:li rdf:resource="http://postspectacular.com/manifesto/start"/>
	<rdf:li rdf:resource="http://ofthiswearesure.blogspot.com/2007/10/note-one-of-things-this-post-is.html"/>
	<rdf:li rdf:resource="http://www.scripting.com/stories/2007/04/28/twitterAsCoralReef.html"/>
	<rdf:li rdf:resource="http://lostgarden.com/2006/10/what-are-game-mechanics.html"/>
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  </channel><item rdf:about="http://teropa.info/blog/2016/07/28/javascript-systems-music.html">
    <title>JavaScript Systems Music</title>
    <dc:date>2019-09-04T17:19:02+00:00</dc:date>
    <link>http://teropa.info/blog/2016/07/28/javascript-systems-music.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Via Phil: a few years' old (though not _much_ has changed in web audio land). Excellent tutorial, though: would love to have time to work through some of these (and perhaps port a few things, notably that Music-For-Airports pastiche, to MIDI.)]]></description>
<dc:subject>audio javascript music ambient systems systemsmusic composition</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:b4eca9aebb47/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:javascript"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ambient"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
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<item rdf:about="https://combatrecall.blogspot.co.uk/2018/04/recalling-leviathan-axe-after-spending.html?showComment=1524480726466#c3615764751497234358">
    <title>Combat Recall - Recalling the Leviathan Axe</title>
    <dc:date>2018-04-23T11:21:46+00:00</dc:date>
    <link>https://combatrecall.blogspot.co.uk/2018/04/recalling-leviathan-axe-after-spending.html?showComment=1524480726466#c3615764751497234358</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Good crunchy post on the design of the axe-recall feature in God Of War (2018); particularly interesting on how it evolved, how players perceived variance in its implementation, and the subtleties of its sound and rumble implementation. And yes, there's screenshake. It's one of the simpler functions to grok in the game, but one of its best mechanics, I think. Looking forward to more posts.]]></description>
<dc:subject>games systems mechanics gamefeel screenshake godofwar</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:a680cafee739/</dc:identifier>
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<item rdf:about="http://www.blog.radiator.debacle.us/2015/10/not-manifesto.html">
    <title>Radiator Blog: Not a manifesto; on game development as cultural work</title>
    <dc:date>2015-10-05T11:52:24+00:00</dc:date>
    <link>http://www.blog.radiator.debacle.us/2015/10/not-manifesto.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["That's how weird games are -- we make things while barely even knowing what they are. Your goal is to be really good at thinking about your own game, and to do that, you have to put in the work of thinking. Remember that there are many ways of thinking about your game, and writing is just one mode." This is all very good, but this particularly.]]></description>
<dc:subject>games design understanding systems robertyang</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:128540caa059/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:understanding"/>
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<item rdf:about="http://www.underconsideration.com/brandnew/archives/new_logo_and_identity_for_porto_by_white_studio.php#.VGNuHYvLdmG">
    <title>Brand New: New Logo and Identity for Porto by White Studio</title>
    <dc:date>2014-11-13T16:12:12+00:00</dc:date>
    <link>http://www.underconsideration.com/brandnew/archives/new_logo_and_identity_for_porto_by_white_studio.php#.VGNuHYvLdmG</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Charming branding from Porto - just a lovely use of a system, but also one with wit and charm aplenty.]]></description>
<dc:subject>design logo graphics systems branding cities portugal porto</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:2bec237e82b2/</dc:identifier>
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<item rdf:about="http://hardconsonant.com/2013/05/21/martin-hollis-on-monopoly/">
    <title>Martin Hollis on Monopoly | Hard Consonant</title>
    <dc:date>2013-05-26T09:07:49+00:00</dc:date>
    <link>http://hardconsonant.com/2013/05/21/martin-hollis-on-monopoly/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["My challenge to you is as follows. Design a game which is appealing to play, which will go on to be a huge commercial success and yet illustrates through its systems the abject and total horror, the inhumanity, the alienation, the banality, the evil, and the hell-on-earth of a socio-political practise taken to extreme. The game must be named honestly. It must be easy to learn. It must be a game for all the family." As expected, this is great, but of course it is, because Martin is great. More to the point: it's shrewd and useful. (And: excellent nous from Cara to pick up this piece from someone who clearly could become a major games journalism talent. Please keep commissioning this "Martin Hollis")]]></description>
<dc:subject>boardgames design games martinhollis systems capitalism monopoly</dc:subject>
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<item rdf:about="http://www.eurogamer.net/articles/2013-05-08-civilization-v-brave-new-world-are-culture-players-finally-getting-the-endgame-they-deserve">
    <title>Civilization 5 - Brave New World: Are culture players finally getting the endgame they deserve? • Previews • PC • Eurogamer.net</title>
    <dc:date>2013-05-09T10:21:57+00:00</dc:date>
    <link>http://www.eurogamer.net/articles/2013-05-08-civilization-v-brave-new-world-are-culture-players-finally-getting-the-endgame-they-deserve</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["...the whole thing comes to a head with the Louvre, the only building in the game with four culture slots and a truly dazzling theming bonus if you can match the specific criteria. Offering massive boosts to your stats, the Louvre is essentially the headshot of the cultural world." The overhauls to the cultural victory in the forthcoming Civ V expansion sound great. Also: the way Christian writes about it is great.]]></description>
<dc:subject>games systems meaningfulmechanics culture civilisation christiandonlan</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:d0a3343afb8c/</dc:identifier>
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</item>
<item rdf:about="http://gamebalanceconcepts.wordpress.com/">
    <title>Game Balance Concepts | A continued experiment in game design and teaching</title>
    <dc:date>2013-03-19T15:42:18+00:00</dc:date>
    <link>http://gamebalanceconcepts.wordpress.com/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Ian Schreiber's ten week course notes. Lots to get stuck into here.]]></description>
<dc:subject>game design blog course balance systems</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:e5fe722f3656/</dc:identifier>
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<item rdf:about="http://insertcredit.com/2013/01/14/the-educated-gentlepersons-fighting-game-primer/#foreword">
    <title>the educated gentleperson’s fighting game primer | insert credit</title>
    <dc:date>2013-01-15T17:21:03+00:00</dc:date>
    <link>http://insertcredit.com/2013/01/14/the-educated-gentlepersons-fighting-game-primer/#foreword</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[A really nice look at how to play fighting games, starting with the urtext - Super Turbo - and the ur-character - Ryu - and breaking apart the entire game as a reaction to Ryu's skillset. It's a variation on what I blather about when I blather about the design of fighting games, which I do a lot.]]></description>
<dc:subject>games beatemups patrickredding superturbo systems design</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:b0b8aebe895d/</dc:identifier>
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<item rdf:about="http://www.edge-online.com/opinion/prototyping-without-physics">
    <title>Prototyping without physics - Edge Magazine</title>
    <dc:date>2012-05-14T20:44:54+00:00</dc:date>
    <link>http://www.edge-online.com/opinion/prototyping-without-physics</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["It should be pointed out, however, that physics is not the only systemic toy upon which fun games can be built. Probability fields, such as those forged by the colours, numbers and suits in a deck of cards, and the stochastic patterns that emerge from mixing those cards up, are another well-known toy upon which many great games are built. In fact, there is a literal infinity of foundational systemic toys upon which meaningful games can be built, yet for the most part, the game industry focuses on building baseline game engines that simulate one single toy that is proven to only be marginally fun: physical reality."]]></description>
<dc:subject>design games simulation physics toys systems clinthocking</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://killscreendaily.com/articles/no-ludo-illogical-end">
    <title>Kill Screen - No Ludo: The Illogical End</title>
    <dc:date>2011-12-05T13:10:07+00:00</dc:date>
    <link>http://killscreendaily.com/articles/no-ludo-illogical-end</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Winning and losing are only defined in their relation to us. Their meaning doesn’t come from an abstract ideal that is buried in the rules of the game, but from our experiences in life, such as witnessing war; or watching Garry Kasparov’s erratic behavior during his matches with Deep Blue; or having once won the emotionally fractured heart of the blonde from class, only to have it crumble in my hands. A game like chess is meaningful because it comments on our wider view on culture—not because placing pieces in a certain position leads to an endgame." On the battle between the logic of systems and the illogic of meanings. Useful food for thought right now.]]></description>
<dc:subject>systems games killscreen ludology rules mechanics</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:091ec822430e/</dc:identifier>
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<item rdf:about="http://killscreendaily.com/articles/brief-who-rules-rules">
    <title>Kill Screen - In Brief: Who Rules the Rules?</title>
    <dc:date>2011-11-23T15:07:44+00:00</dc:date>
    <link>http://killscreendaily.com/articles/brief-who-rules-rules</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[" If real human players are serving as the authority, the spirit of the rules is intact even if they are not followed literally. Rules are checked for reference when a debate comes up about a certain ability or tactic, but they are not a constant authority. There’s a certain flexibility present when the players have the final say on what is acceptable. They only bend the rules when it makes the game more fun." This is very good: textualism versus contextualism.]]></description>
<dc:subject>games writing rules systems context killscreen lbjeffries</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:fecd9ce84293/</dc:identifier>
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<item rdf:about="http://www.bogost.com/writing/procedural_literacy.shtml">
    <title>Ian Bogost - Procedural Literacy</title>
    <dc:date>2011-07-31T00:06:57+00:00</dc:date>
    <link>http://www.bogost.com/writing/procedural_literacy.shtml</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I want to suggest that there is a utility for procedural literacy that extends far beyond the ability to program computers. Computer processing comprises only one register of procedurality. More generally, I want to suggest that procedural literacy entails the ability to reconfigure basic concepts and rules to understand and solve problems, not just on the computer, but in general."]]></description>
<dc:subject>literacy systems procedural play ianbogost</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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</item>
<item rdf:about="http://urbanhonking.com/ideasfordozens/2011/06/20/all-watched-over-on-foo-cybernetics-and-big-data/">
    <title>All Watched Over: On FOO, Cybernetics, and Big Data | Ideas For Dozens</title>
    <dc:date>2011-06-20T14:58:14+00:00</dc:date>
    <link>http://urbanhonking.com/ideasfordozens/2011/06/20/all-watched-over-on-foo-cybernetics-and-big-data/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["On my way home from FOO I sat staring out the car window, all of these impressions, ideas, and seeming contradictions bouncing around in my head. And then something occurred to me. O’Reilly’s human-centered approach is still a kind of systems thinking. O’Reilly is still building a model of what the geek world is working on. They’re just doing it through the social relationships that their employees form with other geeks. The “data” they gather is stored in their employees heads and hearts and in those of the wider community of geeks they bring to events like FOO. Instead of trying to live in the model, O’Reilly tries to live in the community."]]></description>
<dc:subject>data oreilly community systems networks cybernetics gregborenstein</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:bd6f6f1d84e4/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:data"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:oreilly"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:community"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:networks"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:cybernetics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:gregborenstein"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://en.wikipedia.org/wiki/Helmuth_von_Moltke_the_Elder">
    <title>Helmuth von Moltke the Elder - Wikipedia, the free encyclopedia</title>
    <dc:date>2011-03-31T09:41:25+00:00</dc:date>
    <link>http://en.wikipedia.org/wiki/Helmuth_von_Moltke_the_Elder</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Formative military strategist; interesting with respects to systems thinking; but sod that, he also coined Red versus Blue. For that alone: +1.]]></description>
<dc:subject>military strategy warfare systems redvsblue</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:80abeb529e4e/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:military"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:strategy"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:warfare"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:redvsblue"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.polycat.net/2403/the-systemic-integrity-of-expression/">
    <title>The Systematic Integrity of Expression</title>
    <dc:date>2011-01-19T15:20:47+00:00</dc:date>
    <link>http://www.polycat.net/2403/the-systemic-integrity-of-expression/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["The nature of an interactive medium should be the feedback loop between the player and the game; to not explore (or, at least, consider) the expression space of this cycle seems to be a missed opportunity." Trent raises some good points about the relationship between narratives and the systems that tell them.]]></description>
<dc:subject>games systems narrative mechanics</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:5f8fb88d8f7b/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:mechanics"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.ericzimmerman.com/texts/RulesPlayCulture.html">
    <title>Rules, Play and Culture</title>
    <dc:date>2010-11-15T11:40:40+00:00</dc:date>
    <link>http://www.ericzimmerman.com/texts/RulesPlayCulture.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["...the game of chess is much more than the set of instructions needed to move the pieces on the board: the players’ intellectual and emotional interaction during a game is also the system of chess. The media hubbub surrounding Kasparov’s loss to Deep Blue: that is chess. The southwest corner of Washington Square Park where New York City players wager, talk trash, and square off across stone tables: that is chess too." So much good stuff in this essay from Frank Lantz and Eric Zimmerman
]]></description>
<dc:subject>franklantz ericzimmerman games rules systems</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:0678388c38b7/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:franklantz"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ericzimmerman"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:rules"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://snarkmarket.com/2010/5750?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+snarkmarket+(Snarkmarket)">
    <title>Only crash « Snarkmarket</title>
    <dc:date>2010-06-27T08:50:09+00:00</dc:date>
    <link>http://snarkmarket.com/2010/5750?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+snarkmarket+(Snarkmarket)</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["What else could we apply crash-only thinking to? Imagine a crash-only government, where the transition between administrations is always a small revolution. In a system like that, you’d optimize for revolution—build buffers around it—and as a result, when a “real” revolution finally came, it’d be no big deal."
]]></description>
<dc:subject>robinsloan systems crashing paradigms</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:7a895c3346ae/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:robinsloan"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:crashing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:paradigms"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.gamasutra.com/view/news/27300/DICE_2010_CMUs_Schell_On_The_Common_Threads_In_Unexpected_Successes.php">
    <title>Gamasutra - News - DICE 2010: CMU's Schell On The Common Threads In Unexpected Successes</title>
    <dc:date>2010-02-23T11:02:38+00:00</dc:date>
    <link>http://www.gamasutra.com/view/news/27300/DICE_2010_CMUs_Schell_On_The_Common_Threads_In_Unexpected_Successes.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Schell took this game-life integration to the extreme, describing a world chock-full of sensors, where you could earn experience points from a toothpaste company for brushing your teeth, or points from health insurance companies for walking to work instead of driving. Companies and even the government would have a vested financial interest in engaging consumers and citizens through game-like elements. It would be a world fraught with "crass commercialism," Schell said, but it would also be a world of opportunity for game designers." Hmmmmn.
]]></description>
<dc:subject>games experience systems ubicomp ubiplay</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:d0ef5ffd1acb/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ubicomp"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ubiplay"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://playpit.ch/2009/08/essay-everyday-hacks-why-cheating-matters/">
    <title>Playpitch » Essay: Everyday Hacks: Why Cheating Matters</title>
    <dc:date>2009-08-17T10:22:18+00:00</dc:date>
    <link>http://playpit.ch/2009/08/essay-everyday-hacks-why-cheating-matters/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Cheating is hacking for the masses. It is one of many opportunities to ‘soft programme’ our technologies and culture without heavy reliance on advanced knowledge. Cheating creates an opportunity to play with design, think about it, and tinker around. By effectively unbalancing a game, we can move behind the screen to consider games through their limits. If you put too many assets on screen with the Sonic debug mode, the system would freeze and crash. In this it taught young players an important truth about games; that they aren’t infinite systems, but rather careful gestures reliant on an economy of elements. Cheats of the kind seen in Sonic fostered a generation of gamers to be both critical and respectful of what games are. Knowing that the level is one configuration among many comes from a point of view only afforded through cheating." David Surman is writing more about games, and it is a good thing.
]]></description>
<dc:subject>games cheating hacking mastery sonic systems manipulation rules</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:773d744c775f/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:cheating"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:hacking"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:mastery"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:sonic"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:manipulation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:rules"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://the-inbetween.com/2009/05/23/conflict-free-competition/">
    <title>the-inbetween.com: [ Conflict-free Competition ]</title>
    <dc:date>2009-05-26T12:40:23+00:00</dc:date>
    <link>http://the-inbetween.com/2009/05/23/conflict-free-competition/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Maybe [games publishers] think there could never be enough competition, excitement, betrayal, surprise, defeat, skull-daggery, and general griefer-worthy assholeishness in a game without direct conflict. But the last year’s worth of news out of Wall Street tells a different story. It’s a tale of a system corrupted from the inside by the scheming, cheating, gaming of a few powerful and greedy individuals. If this is not prime material for a videogame, I don’t know what is."
]]></description>
<dc:subject>games conflict boardgames design violence strategy economics tone systems</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:237119cee4c3/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:conflict"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:boardgames"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:violence"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:strategy"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:economics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:tone"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
</rdf:Bag></taxo:topics>
</item>
<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>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:gdc"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:gdc09"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:talk"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:presentation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:farcry2"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:gameplay"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:balance"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:improvisation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:impro"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:clinthocking"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://leapfrog.nl/blog/archives/2008/12/23/cities-systems-literacy-games/">
    <title>Leapfroglog - Cities, systems, literacy, games</title>
    <dc:date>2008-12-23T22:32:40+00:00</dc:date>
    <link>http://leapfrog.nl/blog/archives/2008/12/23/cities-systems-literacy-games/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[A nice post to end the year from Kars - it feels like a top-trump of so many things that have risen to the surface in my head in 2008.
]]></description>
<dc:subject>games play design space ubicomp cities karsalfrink systems everyware place systemsliteracy readwrite</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:5629d5057cb1/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:play"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:space"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ubicomp"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:cities"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:karsalfrink"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:everyware"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:place"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systemsliteracy"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:readwrite"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.brainygamer.com/the_brainy_gamer/2008/12/dissonance.html">
    <title>The Brainy Gamer: Dissonance</title>
    <dc:date>2008-12-02T10:36:50+00:00</dc:date>
    <link>http://www.brainygamer.com/the_brainy_gamer/2008/12/dissonance.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Does the road to ludonarrative unity really lead us where we want to go? Is the destination reachable? Is it possible to embrace a design aesthetic that takes us in another direction that could be just as fruitful, if not more so? Okay that was three questions, but it's my blog so I get to ask as many as I want. Now if I could only answer them." This is going to be interesting when I come to write about Far Cry 2.
]]></description>
<dc:subject>games narrative story michaelabbott dissonance design mechanics systems</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:2e671b36db46/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:story"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:michaelabbott"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:dissonance"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:mechanics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://fullbright.blogspot.com/2008/11/immersion-model-of-meaning.html">
    <title>Fullbright: The immersion model of meaning</title>
    <dc:date>2008-11-26T22:42:16+00:00</dc:date>
    <link>http://fullbright.blogspot.com/2008/11/immersion-model-of-meaning.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Our attempts to bridle the player's freedom of movement and force our meaning onto him are fruitless. Rather, it is a distinct transportative, transformative quality-- the ability of the player to build his own personal meaning through immersion in the interactive fields of potential we provide-- that is our unique strength, begging to be fully realized." Some great Steve Gaynor; reminds me of Mitch Resnick's "microworld construction kits" all over again.
]]></description>
<dc:subject>stevegaynor games immersion systems mechanics openworld narrative experience freedom meaning</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:a854a67830ad/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:stevegaynor"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:immersion"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:mechanics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:openworld"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:freedom"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:meaning"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.howies.co.uk/content.php?xSecId=17">
    <title>howies® - Push the bees where they want to go</title>
    <dc:date>2008-11-06T08:06:27+00:00</dc:date>
    <link>http://www.howies.co.uk/content.php?xSecId=17</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["By understanding the way bees respond to all the different aspects of the natural world, the beekeeper is able to recover his own relationship to the natural world through bees."
]]></description>
<dc:subject>bees beekeeping nature systems world</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:4cca0745eb08/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:bees"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:beekeeping"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:nature"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:world"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.wired.com/gaming/gamingreviews/commentary/games/2008/09/gamesfrontiers_0908">
    <title>Games Without Frontiers: How Videogames Blind Us With Science</title>
    <dc:date>2008-09-08T18:32:19+00:00</dc:date>
    <link>http://www.wired.com/gaming/gamingreviews/commentary/games/2008/09/gamesfrontiers_0908</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["After all, what is science? It's a technique for uncovering the hidden rules that govern the world. And videogames are simulated worlds that kids are constantly trying to master. Lineage and World of Warcraft aren't "real" world, of course, but they are consistent -- the behavior of the environment and the creatures in it are governed by hidden and generally unchanging rules, encoded by the game designers. In the process of learning a game, gamers try to deduce those rules. This leads them, without them even realizing it, to the scientific method."
]]></description>
<dc:subject>games science scientificmethod systems method deduction statistics inference wired teaching education</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:d0ab5a1111f8/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:science"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:scientificmethod"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:method"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:deduction"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:statistics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:inference"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:wired"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:teaching"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:education"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.kottke.org/08/09/road-runner-rules">
    <title>Road runner rules</title>
    <dc:date>2008-09-08T13:32:12+00:00</dc:date>
    <link>http://www.kottke.org/08/09/road-runner-rules</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Jason Kottke republishes the supposed rules that Chuck Jones and other Road Runner animators stuck to whilst making their cartoons. Perhaps a little apocraphyl, but I like the idea of rules for things that aren't games.
]]></description>
<dc:subject>rules roadrunner cartoon animation chuckjones systems</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:07f4797b2e27/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:rules"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:roadrunner"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:cartoon"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:animation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:chuckjones"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://versusclucluland.blogspot.com/2008/07/rules-and-fun.html">
    <title>Versus CluClu Land: Rules and Fun</title>
    <dc:date>2008-07-15T14:21:29+00:00</dc:date>
    <link>http://versusclucluland.blogspot.com/2008/07/rules-and-fun.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["The pleasure of video games, it seems to me, comes from our sense that we are collaborating in the realization of the designer's intentions by learning those rules." Yes. This is why I loved watching Mission Impossible: every week, a puzzle is solved.
]]></description>
<dc:subject>rules games play philosophy pleasure mechanics systems</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:a81bc15d3afa/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:rules"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:play"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:philosophy"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:pleasure"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:mechanics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://postspectacular.com/manifesto/start">
    <title>PostSpectacular: Rule making &amp; breaking</title>
    <dc:date>2008-07-05T22:03:44+00:00</dc:date>
    <link>http://postspectacular.com/manifesto/start</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[This is, fundamentally, good.
]]></description>
<dc:subject>creation rules systems guidelines making building</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:e8200a3ce8b8/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:creation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:rules"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:guidelines"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:making"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:building"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://ofthiswearesure.blogspot.com/2007/10/note-one-of-things-this-post-is.html">
    <title>of this we are sure: Sketching an API architecture</title>
    <dc:date>2007-11-11T20:52:51+00:00</dc:date>
    <link>http://ofthiswearesure.blogspot.com/2007/10/note-one-of-things-this-post-is.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I'm willing to accept that the API as a model for architecture contributes less to the design of individual buildings than to the function of the city, but it should effect both." Some good stuff in here I need to go back over.
]]></description>
<dc:subject>api architecture design web analogy systems</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:72bd0475581c/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:api"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:architecture"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:web"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:analogy"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.scripting.com/stories/2007/04/28/twitterAsCoralReef.html">
    <title>Twitter as coral reef (Scripting News)</title>
    <dc:date>2007-05-26T22:53:39+00:00</dc:date>
    <link>http://www.scripting.com/stories/2007/04/28/twitterAsCoralReef.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Dave Winer++ : "As a system designer, I'd like to believe that Twitter or something like it will always be there. I'm not sure of that yet, but it seems we're close."
]]></description>
<dc:subject>twitter technology systems software ecology metaphor</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:6236dcb81fc5/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:twitter"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:technology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:software"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ecology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:metaphor"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://lostgarden.com/2006/10/what-are-game-mechanics.html">
    <title>Lost Garden: What are game mechanics?</title>
    <dc:date>2006-10-26T23:25:15+00:00</dc:date>
    <link>http://lostgarden.com/2006/10/what-are-game-mechanics.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[danc on fine form again.
]]></description>
<dc:subject>games theory usability ideas systems</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:6a124a7e0778/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:theory"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:usability"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ideas"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://lesscode.org/2006/03/12/time-to-stop-obsessing-about-the-infrastructure/">
    <title>Time to stop obsessing about the infrastructure</title>
    <dc:date>2006-03-22T16:23:08+00:00</dc:date>
    <link>http://lesscode.org/2006/03/12/time-to-stop-obsessing-about-the-infrastructure/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[The network is not about the applications. The network is about the glue. (I will be repeating this mantra in future).
]]></description>
<dc:subject>glue network systems infrastructure</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:0d0cf8ba99c7/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:glue"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:network"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:infrastructure"/>
</rdf:Bag></taxo:topics>
</item>
</rdf:RDF>