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	<rdf:li rdf:resource="http://pastebin.com/m0xLSKzg"/>
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	<rdf:li rdf:resource="http://www.rockpapershotgun.com/2011/08/27/cardboard-children-heroquest/"/>
	<rdf:li rdf:resource="http://gameshelf.jmac.org/2011/08/pilgrim-in-the-microworld/?"/>
	<rdf:li rdf:resource="http://insertcredit.com/2011/07/11/the-world-warrior"/>
	<rdf:li rdf:resource="http://www.rockpapershotgun.com/2011/06/04/colossal-cave-review/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+RockPaperShotgun+%28Rock%2C+Paper%2C+Shotgun%29"/>
	<rdf:li rdf:resource="http://fictionalprojects.com/2011/03/plot-has-consequences/"/>
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	<rdf:li rdf:resource="http://five-players.com/?p=2106"/>
	<rdf:li rdf:resource="http://iam.benabraham.net/2010/12/in-print-killscreen/"/>
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	<rdf:li rdf:resource="http://fullbright.blogspot.com/2010/04/quick-hits-2.html"/>
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	<rdf:li rdf:resource="http://drgamelove.blogspot.com/2009/12/permanent-death-complete-saga.html"/>
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	<rdf:li rdf:resource="http://edge-online.com/blogs/the-undeniable-case-for-pink-floyd-rock-band"/>
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	<rdf:li rdf:resource="http://pitchfork.com/reviews/albums/13443-rock-band/"/>
	<rdf:li rdf:resource="http://www.rockpapershotgun.com/2009/07/15/some-stuff-about-open-world-games/"/>
	<rdf:li rdf:resource="http://www.chewingpixels.com/gaming-made-me/"/>
	<rdf:li rdf:resource="http://www.rockpapershotgun.com/2009/06/22/fuel-around-the-world-in-eight-hours/"/>
	<rdf:li rdf:resource="http://emshort.home.mindspring.com/Alabaster/index.html"/>
	<rdf:li rdf:resource="http://www.offworld.com/2009/06/e309-the-7-things-you-need-to.html"/>
	<rdf:li rdf:resource="http://insultswordfighting.blogspot.com/2009/05/for-immediate-release.html"/>
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  </channel><item rdf:about="https://halfman.com/blog/first-ever-games-review-uphill-rush-water-park-racing/">
    <title>First Ever Games Review- “Uphill Rush Water Park Racing” | Halfman</title>
    <dc:date>2020-04-28T17:50:55+00:00</dc:date>
    <link>https://halfman.com/blog/first-ever-games-review-uphill-rush-water-park-racing/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["It now makes absolute sense that this comes from a nation a non-trivial amount of which is below sea level and who’s storied history is in fact chock full of water engineering feats. It stands now to reason that this could only come from the Dutch. Or some kid from Nebraska who just loved water parks as a kid, ended up baked out of his mind on the streets of Amsterdam for nine years until he discovered his long lost passion and talent for making side scroller games. Chances are it was both." Jim is writing about games and it's a delight.]]></description>
<dc:subject>games writing jimkosem play creativity</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:b94670f74c2a/</dc:identifier>
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<item rdf:about="https://www.vice.com/en_us/article/884k54/permalink-mastermind-board-game-50th-anniversary-origins-fallout-cybersecurity">
    <title>Mastermind at 50: The Mysterious Origins of the Codebreaking Board Game - VICE</title>
    <dc:date>2020-03-16T09:32:24+00:00</dc:date>
    <link>https://www.vice.com/en_us/article/884k54/permalink-mastermind-board-game-50th-anniversary-origins-fallout-cybersecurity</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Great piece of games journalism from Duncan Fyfe: the history and legacy of Mastermind. Wide-ranging, great bits of research. Love it.

"The earliest reference to Bulls and Cows is in the work of Dr. Frank King. In 1968, King was studying for a PhD in electrical engineering at Cambridge University and looking for something to implement on the university's Titan computer, which had recently been equipped with Multics, a time-sharing operating system allowing multiple users to access one computer concurrently and remotely.

Thinking a game would be enjoyable, and something more sophisticated than Tic-Tac-Toe even better, King wrote a version of a childhood puzzle. "Good grief, you've implemented Bulls and Cows," he remembers other students saying, though he called it MOO."]]></description>
<dc:subject>games boardgames mastermind writing duncanfyfe</dc:subject>
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<item rdf:about="http://www.hollygramazio.net/blog/2019/7/16/playing-the-picturesque">
    <title>Playing the Picturesque (You+Pea, RIBA) — Holly Gramazio</title>
    <dc:date>2019-07-23T12:21:12+00:00</dc:date>
    <link>http://www.hollygramazio.net/blog/2019/7/16/playing-the-picturesque</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Here is, instead, the first reading that occurred to me, looking at these reimagined vistas set among the tall columns of RIBA headquarters: the idea that videogame architecture is essentially a folly, something that takes the form of a building that has a physical function, but which cannot meaningfully fulfil that function and which instead uses its simulated practicality to fulfil, say, an emotional or aesthetic or wayfinding purpose. I read Playing the Picturesque as suggesting that we might use the existing centuries of design and discussion around follies, and the long related history of arguments about the “picturesque”, to usefully inform the ways that we look at videogame architecture."

Lovely writing - dense, detailed, and shrewd -  from Holly about a show I must go and check out.]]></description>
<dc:subject>writing architecture games space riba hollygramazio</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="https://www.raphkoster.com/2018/02/10/favorite-game-designs-from-2017/">
    <title>Favorite game designs from 2017 – Raph's Website</title>
    <dc:date>2018-03-20T19:36:05+00:00</dc:date>
    <link>https://www.raphkoster.com/2018/02/10/favorite-game-designs-from-2017/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[A good list of design notes from Raph and a few things to get around to playing.]]></description>
<dc:subject>games design raphkoster writing list 2017</dc:subject>
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<dc:identifier>https://pinboard.in/u:infovore/b:fc3cf4682250/</dc:identifier>
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<item rdf:about="https://medium.com/@charlesjpratt/in-the-shadow-of-the-holodeck-ae6bbb4ac195">
    <title>In The Shadow of the Holodeck – Charles J Pratt – Medium</title>
    <dc:date>2017-05-16T16:58:00+00:00</dc:date>
    <link>https://medium.com/@charlesjpratt/in-the-shadow-of-the-holodeck-ae6bbb4ac195</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[This is really good. I had some beginning-threads of thought at the time of the Bogost article that I just couldn't frame, and in the meantime, CJP has run with similar threads, a good dose of history, and come to some sharp conclusions, and basically reminded me what I actually think. So I'm just going to point at this to say "yes, I think this, and this is better expressed than I could ever have put it". Strong stuff.]]></description>
<dc:subject>games narrative charlesjpratt ianbogost writing story plot interaction design</dc:subject>
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<item rdf:about="http://kotaku.com/a-life-lived-through-mahjong-1791801907">
    <title>A Life Lived Through Mahjong</title>
    <dc:date>2017-01-31T20:35:04+00:00</dc:date>
    <link>http://kotaku.com/a-life-lived-through-mahjong-1791801907</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Lovely article about Mahjong and its role within one family, and one man's life. Really good games writing. (Also, god, I miss playing Mahjong. I never got quite good enough, and still really want a set... and the the friends necessary to go with it).]]></description>
<dc:subject>games writing mahjong</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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</item>
<item rdf:about="https://brkeogh.com/2016/08/21/notes-on-no-mans-sky/">
    <title>Notes on No Man’s Sky | Brendan Keogh</title>
    <dc:date>2016-08-29T17:26:14+00:00</dc:date>
    <link>https://brkeogh.com/2016/08/21/notes-on-no-mans-sky/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[This chimed with me, and I enjoyed it - it nails much of why I enjoy the game, why I haven't really enjoyed other survival/crafting games, and I particularly nodded along with its more nuanced take on NMS as a post-colonial artefact. ]]></description>
<dc:subject>design games nomanssky writing brendankeogh</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://www.rotational.co.uk/2016/07/the-mechanic/">
    <title>rotational » The Mechanic - Alex Wiltshire</title>
    <dc:date>2016-07-22T11:56:01+00:00</dc:date>
    <link>http://www.rotational.co.uk/2016/07/the-mechanic/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Alex's column on game mechanics is one of my favourite new RPS features - they're all cracking, and a good example of understanding games by going to the source, rather than guessing - and also highlighting the fact that games are made by *people*, not just conjured out of thin air. Really good stuff.]]></description>
<dc:subject>writing criticism design games mechanics alexwiltshire</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="https://github.com/inkle/inky">
    <title>inkle/inky: An editor for ink: inkle's narrative scripting language</title>
    <dc:date>2016-06-20T15:51:30+00:00</dc:date>
    <link>https://github.com/inkle/inky</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Text editor / IDE for ink; really straightforward, and looks lovely.]]></description>
<dc:subject>inkle ink interactivefiction if games writing prose</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="https://emshort.wordpress.com/2016/03/06/love-stories-for-high-xp-characters/">
    <title>Love Stories for High-XP Characters | Emily Short's Interactive Storytelling</title>
    <dc:date>2016-03-06T17:19:28+00:00</dc:date>
    <link>https://emshort.wordpress.com/2016/03/06/love-stories-for-high-xp-characters/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["There are so many good stories to tell about relationships with some history. The stakes are higher than the stakes of a first crush; there’s all that context to add meaning to the interactions. The characters are invested in each other. And relationships between older people typically have involve juggling other responsibilities and commitments — jobs, children from previous relationships." Excellent stuff from Emily Short on all the *other* shapes of relationships you can show. (It made make think of two very different films I've seen recently that showed deep, adult, *sibling* relationships, for starters).]]></description>
<dc:subject>emilyshort if games writing interaction romance relationships</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:86343484ac4f/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:if"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:interaction"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:romance"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:relationships"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.herstorygame.com/ballard-digital-story/">
    <title>Telling a Digital Story with J.G. Ballard - HER STORY</title>
    <dc:date>2015-07-01T11:22:47+00:00</dc:date>
    <link>http://www.herstorygame.com/ballard-digital-story/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[I've loved playing Her Story, and if you had any doubt that some of its success were more down to coincidence than writing - well, Sam Barlow's blog will prove you wrong. This, on Ballard's use of fragments, and that as a motif for storytelling is cracking. (And: lots of the readings of Her Story are coming about not just because of the quality of Barlow's work, but because non-linearity leads us to strange and exciting places; the skill is allowing the text to support that not by covering every base, but by hinting at many bases).]]></description>
<dc:subject>storytelling linearity sambarlow jgballard writing games herstory</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:c54799c6c57d/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:linearity"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:sambarlow"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:jgballard"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:herstory"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://severalbees.com/blackbird/how-to-be-a-blackbird.html">
    <title>how to be a blackbird</title>
    <dc:date>2014-05-09T09:24:02+00:00</dc:date>
    <link>http://severalbees.com/blackbird/how-to-be-a-blackbird.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[A lovely game - almost a poem, but definitely Enough Game - by Holly Gramazio, about being a blackbird in a city. It made me feel many things, which is what the best writing does. Also, I shall now probably play it again.]]></description>
<dc:subject>games twine hollygramazio writing poetry cities</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:8e2e0cef2c99/</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:twine"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:hollygramazio"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:poetry"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:cities"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://pastebin.com/m0xLSKzg">
    <title>VANQUISH RETROSPECTIVE by Adam Saltsman - Pastebin.com</title>
    <dc:date>2014-04-24T08:37:29+00:00</dc:date>
    <link>http://pastebin.com/m0xLSKzg</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Adam Saltsman on Vanquish. This is good.]]></description>
<dc:subject>games writing adamsaltsman mechanics vanquish</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:a3e6444dd9d3/</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:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:adamsaltsman"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:mechanics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:vanquish"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.eurogamer.net/articles/2014-01-12-inside-monopolys-secret-war-against-the-third-reich">
    <title>Inside Monopoly's secret war against the Third Reich • Articles • Board Game • Eurogamer.net</title>
    <dc:date>2014-01-12T14:14:24+00:00</dc:date>
    <link>http://www.eurogamer.net/articles/2014-01-12-inside-monopolys-secret-war-against-the-third-reich</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Houdini received this sort of letter every day, but Clayton Hutton's was different. Clayton Hutton was different. By accepting his challenge - by promising Clayton Hutton the considerable sum of £100 if the packing case in question defeated him - Houdini set in motion a strange chain of events that would, in a wonderfully mad and circuitous manner, impact the course of a vast global conflict that was at the time still 26 years away." Somebody please commission Christian to write a book? Soon? Thanks! (This is great).]]></description>
<dc:subject>monopoly ww2 history christiandonlan games writing</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:4291df8da269/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ww2"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:history"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:christiandonlan"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.polygon.com/2013/12/23/5227726/anatomy-of-a-spelunky-miracle-or-how-the-internet-finally-beat">
    <title>A breakdown of 2013's most fascinating video game moment | Polygon</title>
    <dc:date>2013-12-23T19:45:40+00:00</dc:date>
    <link>http://www.polygon.com/2013/12/23/5227726/anatomy-of-a-spelunky-miracle-or-how-the-internet-finally-beat</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["In another view, the "true Spelunky" is the live-streamed experience, both for broadcaster and spectator. Spelunky - as a concept, as an experience, as an entity — isn't just the game binary that you download onto your computer. It's also the Twitter banter about the game; it's the daily slog to get better at the game, slowly but surely, death after death; it's the communal effort to uncover new exploits and weird secrets; it's something that's equally "ours" as it is Mossmouth's. Spelunky, like any sport or game that matters — I mean really matters — is inseparable from the culture around it." Doug Wilson's analysis of Bananasaurus Rex's Solo Eggplant Run makes a great late contender for games writing of the year. It's precise, expert, and yet exciting, all at once; it demystifies and celebrates all at once. Great stuff.]]></description>
<dc:subject>spelunky dougwilson difficult streaming sharing games writing feedbackloops</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:a71892b630a8/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:spelunky"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:dougwilson"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:difficult"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:streaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:sharing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:feedbackloops"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://lookspring.co.uk/mind-games">
    <title>Lookspring » Mind games</title>
    <dc:date>2013-11-03T10:54:00+00:00</dc:date>
    <link>http://lookspring.co.uk/mind-games</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I like co-op games where the other player gets a beer, not a second controller, but can still be utterly pivotal to the outcome of a game." Yes, that, and indeed, all of this lovely post from Margaret. I should return to FTL - I played a lot of it last year, and loved it, even if it mainly was a game about seeing how quickly somebody would asphyxiate when the Oxygen Machine blew up. Again. Sigh.]]></description>
<dc:subject>ftl games writing margaretrobertson</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:6f2f74be7cca/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ftl"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:margaretrobertson"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://emshort.wordpress.com/2013/10/22/if-comp-2013-roundup/">
    <title>IF Comp 2013 Roundup | Emily Short's Interactive Storytelling</title>
    <dc:date>2013-10-22T15:41:26+00:00</dc:date>
    <link>http://emshort.wordpress.com/2013/10/22/if-comp-2013-roundup/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["...I feel like five or ten years ago we had a common critical vocabulary robust enough to talk about what is going on in low-agency, linear, or hypertext games, but that the community has shifted enough not to be using that vocabulary now that there are lots of such games to talk about." Emily Short's roundup of the 2013 IF Comp. Really good notes on the state of the modern competition; also good notes on the nature of interactivity. Worth your time.]]></description>
<dc:subject>emilyshort interactivefiction writing games if</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:f33920d2f815/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:emilyshort"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:interactivefiction"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:if"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.rockpapershotgun.com/2013/10/14/wot-i-think-castles-in-the-sky/">
    <title>Wot I Think: Castles In The Sky | Rock, Paper, Shotgun</title>
    <dc:date>2013-10-14T21:25:05+00:00</dc:date>
    <link>http://www.rockpapershotgun.com/2013/10/14/wot-i-think-castles-in-the-sky/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Castles In The Sky is a tiny window into a delightful bedtime story. I imagine parents reading it aloud to their children as the child is fascinated by the huge bounds the boy makes through clouds. Very little happens but kites and planes go by; the music gently ebbs into your mind and as the story ends you feel peaceful and contented. It has thawed me a little, from a week of thinking only about GTA V and how serious life must be all the time. It has made me think about how five year old me used to listen to stories in our community library crosslegged and have to shut up, at least for a little while." This is a glorious piece of writing from Cara. And: a reminder that the thing I've always known is that being read to - and reading aloud to others - is so often a complete delight.]]></description>
<dc:subject>writing games caraellison readingaloud</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:a1b61b31afe6/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:caraellison"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:readingaloud"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.eurogamer.net/articles/2013-10-05-my-life-as-a-pokemon-trafficker">
    <title>My life as a Pokémon trafficker • Articles • Eurogamer.net</title>
    <dc:date>2013-10-05T14:47:30+00:00</dc:date>
    <link>http://www.eurogamer.net/articles/2013-10-05-my-life-as-a-pokemon-trafficker</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I was no boy naturalist, unlike Pokémon creator Satoshi Tajiri - whose collecting habits earned him the nickname Dr Bug among friends. And yet I vividly remember catching my first tadpole in a Golden Wonder crisp packet, then cradling this sloppy pouch all the way home to a sluiced-out jam jar. When you know Tajiri wanted to make a game to communicate his joy in catching insects as a boy, and look at Pokémon, it is impossible not to feel how powerfully he succeeded." A really lovely piece of games writing, about breeding and trafficking Pokémon as an adult - but, secretly, about the appeal of the series to players of all ages.]]></description>
<dc:subject>pokemon games writing surprise charm gottacatchemall</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:edebdc505acc/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:surprise"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:charm"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:gottacatchemall"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.eurogamer.net/articles/2013-09-11-twitch-based-exploring-the-salty-bet-phenomenon">
    <title>Twitch-based: Exploring the Salty Bet phenomenon • Articles • Eurogamer.net</title>
    <dc:date>2013-09-11T11:33:02+00:00</dc:date>
    <link>http://www.eurogamer.net/articles/2013-09-11-twitch-based-exploring-the-salty-bet-phenomenon</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Yet another entry in the weird, wonderful world of "why I like fighting games and their community". The vast amount of jargon that the streams lead to is weird, hilarious, and entirely befuddling for an outsider. McCormick's article is nice because it captures the excitement of the weird end of the community, and explains it to an outsider well.]]></description>
<dc:subject>mugen saltybet twitch fgc fightinggames games writing journalism jargon</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:4b6244f02ce3/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:mugen"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:saltybet"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:twitch"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:fgc"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:fightinggames"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:journalism"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:jargon"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://killscreendaily.com/articles/essays/press-x-not-die/">
    <title>Press X Not to Die - Kill Screen</title>
    <dc:date>2012-12-12T10:36:01+00:00</dc:date>
    <link>http://killscreendaily.com/articles/essays/press-x-not-die/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["We were jealous of the younger kids in the one-to-one ward, because they had a PlayStation. It didn’t have the best games, but it had Micro Machines and Tomb Raider and it was better than what we had." I'd rather not quote anything other than the first line of this; you should just read it. A beautiful, haunting piece of writing from Mary Hamilton, about the things games can sometimes save us from (and sometimes can't). The kind of honesty you can't look away from, which is so hard to capture in writing, but which is here. Striking. (Trigger warning for self-harm).]]></description>
<dc:subject>maryhamilton games writing</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:3eb5ce36aac2/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:maryhamilton"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.eurogamer.net/articles/2012-10-09-night-and-the-city">
    <title>Night and the City • Articles • Xbox 360 • Eurogamer.net</title>
    <dc:date>2012-10-17T09:52:58+00:00</dc:date>
    <link>http://www.eurogamer.net/articles/2012-10-09-night-and-the-city</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["We drove about for another hour or two after that, and by this point dad was hooked. Not hooked on L.A. Noire's narrative, perhaps, or caught up in the complex chains of missions, but hooked on the city, on the fascinating, insightful job that Rockstar had done in stitching the past together. Even though I can't actually drive, and the car we were in wasn't a real car anyway, I had a strong sense that I was in the front seat, turning the wheel beneath my hands, and he was riding low in the back, face pressed to the glass. Role reversal. It happens to all fathers and sons eventually, I guess. Why shouldn't it happen because of games?" Chris Donlan takes his Dad - who grew up in late-40s/early-50s LA - on a tour of LA Noire's Los Angeles, and what happens is a remarkable piece of virtual psychogeography. Perhaps my favourite piece of games writing this year.]]></description>
<dc:subject>games christiandonlan la history psychogeography parents writing eurogamer</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:9372de0fa7bb/</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:christiandonlan"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:la"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:history"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:psychogeography"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:parents"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:eurogamer"/>
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</item>
<item rdf:about="http://www.quartertothree.com/fp/2012/10/16/the-xcom-enemy-unknown-review-that-took-18-years-to-write/">
    <title>The XCOM: Enemy Unknown review that took 18 years to write | Quarter to Three</title>
    <dc:date>2012-10-16T21:40:23+00:00</dc:date>
    <link>http://www.quartertothree.com/fp/2012/10/16/the-xcom-enemy-unknown-review-that-took-18-years-to-write/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[1994 Tom Chick and I have a lot in common - a love of submarine sims and slightly over-technical flight simulators. And X-Com. (Well, UFO, really). A lovely piece of writing about what game design in 2012 looks like (amongst other things) compared to our youth.]]></description>
<dc:subject>games writing tomchick xcom ufo youth</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:3f2c96b19403/</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:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:tomchick"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:xcom"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ufo"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:youth"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.grantland.com/story/_/id/8157257/line-explores-reasons-why-play-shooter-games">
    <title>Tom Bissell reviews Spec Ops: The Line and explores the reasons why we play shooter games. - Grantland</title>
    <dc:date>2012-07-12T16:38:14+00:00</dc:date>
    <link>http://www.grantland.com/story/_/id/8157257/line-explores-reasons-why-play-shooter-games</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Not all shooter violence is violent per se. As the game critic Erik Kain notes, "killing people in video games is actually just solving moving puzzles." Which is a true, smart, and helpful way to think about video-game violence. However, most puzzles don't bleed or scream. Why do gamers want their puzzles to bleed and scream? And why on earth do they — do we — also want our bleeding, screaming puzzles to be embedded within a nuanced story?" This is subtle, nuanced writing about an oft-repeated topic; the subtlety is what makes this good. Also, his list of "shooters that handle violence well" is pretty much the same as mine - Metro 2033 was one of the most striking games I played this year.]]></description>
<dc:subject>tombissell games writing shooters violence fps</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:867363bbd258/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:shooters"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:violence"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:fps"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.eurogamer.net/articles/2012-04-02-jenova-chen-journeyman#comments">
    <title>Jenova Chen: Journeyman • Articles • Eurogamer.net</title>
    <dc:date>2012-04-03T11:49:16+00:00</dc:date>
    <link>http://www.eurogamer.net/articles/2012-04-02-jenova-chen-journeyman#comments</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["So what happened when you removed collision detection?" "Players started looking for other ways to get more feedback. Helping each other yielded the most feedback so they began to do that instead. It was fascinating." A lovely interview - and great piece of writing fro Simon -  with Jenova Chen. The parts on how players regress is particularly interesting, as is Chen's ambition to be _different_ rather than just 'artistic'. I particularly enjoyed the anecdote about collision detection, hence quoting it.]]></description>
<dc:subject>journey thatgamecompany games simonparkin writing interview jenovachen play childishness</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:2427fc9babb2/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:journey"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:thatgamecompany"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:simonparkin"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:interview"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:jenovachen"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:play"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:childishness"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.eludication.org/maingraphics/files/hickey.pdf">
    <title>Dave Hickey - The Heresy of Zone Defence [pdf]</title>
    <dc:date>2012-02-21T12:02:34+00:00</dc:date>
    <link>http://www.eludication.org/maingraphics/files/hickey.pdf</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Kareem, after the game, remarked that he would pay to see Doctor J make that play against someone else. Kareem's remark clouds the issue, however, because the play was as much his as it was Erving's, since it was Kareem's perfect defense that made Erving's instantaneous, pluperfect response to it both necessary and possible—thus the joy, because everyone behaved perfectly, eloquently, with mutual respect, and something magic happened—thus the joy, at the triumph of civil society in an act that was clearly the product of talent and will accommodating itself to liberating rules." This is phenomenal writing.]]></description>
<dc:subject>writing play sport games basketball davehickey juliuserving</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:ab9e88da6cd6/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:play"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:sport"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:basketball"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:davehickey"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:juliuserving"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.hookshotinc.com/">
    <title>Hookshot Inc. | Writing about the games that arrive via SPACE.</title>
    <dc:date>2012-02-13T10:38:56+00:00</dc:date>
    <link>http://www.hookshotinc.com/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Parkin / Donlan / Porter / Stuart start a blog about sub-$15 downloadable games. This is going to be good.]]></description>
<dc:subject>friends games writing downloadable</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:5da932204149/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:friends"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:downloadable"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.guardian.co.uk/technology/2012/feb/12/lucy-prebble-computer-games-playwright?cat=technology&amp;type=article">
    <title>Lucy Prebble: 'Gaming is an artform just like theatre' | Technology | The Observer</title>
    <dc:date>2012-02-12T11:36:19+00:00</dc:date>
    <link>http://www.guardian.co.uk/technology/2012/feb/12/lucy-prebble-computer-games-playwright?cat=technology&amp;type=article</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["...a whole art form has developed in my lifetime. I remember for the first time reading: "Happy families are all alike; every unhappy family is unhappy in its own way." I remember the first time I heard: "I believe in America. America has made my fortune." And I remember standing in an open field, west of a white house, with a boarded front door. There is a small mailbox here." This is quite baggy and in places unfocused, but every now and then, there are moments of sharp focus. Most notably: the relation of the impulse to write to the impulse to play games (an escapist impulse in Prebble's mind, but that's not a bad one), and the understanding that 'culture is culture'.]]></description>
<dc:subject>games culture writing</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:f5769e007476/</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:culture"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://insultswordfighting.blogspot.com/2012/01/loneliness-of-support-gunner.html">
    <title>Insult Swordfighting: The loneliness of the support gunner -- Video Game Reviews and Rants</title>
    <dc:date>2012-01-09T17:40:21+00:00</dc:date>
    <link>http://insultswordfighting.blogspot.com/2012/01/loneliness-of-support-gunner.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["My energy is flagging and he is disappearing over a rise. I wonder: Had he even known I was there? Had I imagined our moment of shared transcendence? And I wonder: Will no one take my ammo?" Battlefield is often like this, which is why it's frustrating, and why it's brilliant.]]></description>
<dc:subject>battlefield3 games teamwork mitchkrpata writing</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:b218ae04af7d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:battlefield3"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:teamwork"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:mitchkrpata"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<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>
<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:writing"/>
	<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:context"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:killscreen"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:lbjeffries"/>
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</item>
<item rdf:about="http://killscreendaily.com/articles/my-purple-haired-made-best-friend-and-why-she-had-die">
    <title>Kill Screen - My Purple-Haired Made-Up Best Friend, and Why She Had to Die</title>
    <dc:date>2011-11-14T12:37:43+00:00</dc:date>
    <link>http://killscreendaily.com/articles/my-purple-haired-made-best-friend-and-why-she-had-die</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I only got to hang out with Rachael once: in San Francisco, for a week, during the Game Developers Conference...

Here’s how we did it: She shared my eyes and ears, and she wrote her impressions through my laptop and my BlackBerry. When we touched down at SFO, she wrote the first tweet, and she eavesdropped on the game designers that I sat with riding into town on the BART. We were working press—except I was the one sweating the deadlines, and looking for good ideas, while she was just loving it..." Chris Dahlen on writing pixelvixen707]]></description>
<dc:subject>games transmedia writing chrisdahlen marketing args pixelvixen707</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:26459dd1aaef/</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:transmedia"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:chrisdahlen"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:marketing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:args"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:pixelvixen707"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://killscreendaily.com/articles/reviews/fallout_new_vegas_dlc">
    <title>Kill Screen - Fallout New Vegas DLC Review</title>
    <dc:date>2011-11-13T10:38:03+00:00</dc:date>
    <link>http://killscreendaily.com/articles/reviews/fallout_new_vegas_dlc</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["...you play other roles than “protagonist.” That there are other ways of seeing." Very good.]]></description>
<dc:subject>writing agency games fallout</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:816afdf0324e/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:agency"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:fallout"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.rockpapershotgun.com/2011/08/27/cardboard-children-heroquest/">
    <title>Cardboard Children: Heroquest &amp; More.. | Rock, Paper, Shotgun</title>
    <dc:date>2011-08-28T13:36:00+00:00</dc:date>
    <link>http://www.rockpapershotgun.com/2011/08/27/cardboard-children-heroquest/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I think games connect us to a time when we had time. In your youth, time is elastic. You have exactly as much of it as you need. You have no responsibilities. No job, no children. Nothing but time, and friends, and shit to play with. When we play games now, as adults with too much stuff going on, we do so because we’ve made time for them. We’ve set time aside to indulge in some nonsense with people we love. When you make that time, you HAVE that time. And when you have that time, it’s like being back there – back in that place, that living room, that bedroom, that house full of memories. With time to spare, and everything exactly as it was." Oh, Rab. Marvellous.]]></description>
<dc:subject>games writing childhood nostalgia robertflorence</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:21ba33769518/</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:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:childhood"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:nostalgia"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:robertflorence"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://gameshelf.jmac.org/2011/08/pilgrim-in-the-microworld/?">
    <title>David Sudnow: Pilgrim in the Microworld | The Gameshelf</title>
    <dc:date>2011-08-25T08:47:57+00:00</dc:date>
    <link>http://gameshelf.jmac.org/2011/08/pilgrim-in-the-microworld/?</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["He spends a chapter meditating on the nature of practice and mastery, both in general and in its application to Breakout. Eventually, and after much frustration, he concludes that Breakout doesn’t want to be played that way. Instead, he embraces what he calls the game’s “lucratively programmed caring,” the way its few but distinct design elements work together to guide the player into getting incrementally better at it, revealing more about its inner workings, bit by bit — but only for those who fulfill their end of its contract, who agree to approach the game on its own terms. Treating it like a piano exercise, it turns out, doesn’t work." I'm reading Pilgrim at the moment, and it's an incredible book for all manner of reasons. This lovely piece is something to return to when I finish it.]]></description>
<dc:subject>davidsudnow games breakout writing</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:843df9da740f/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:davidsudnow"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:breakout"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://insertcredit.com/2011/07/11/the-world-warrior">
    <title>The World Warrior | insert credit</title>
    <dc:date>2011-07-13T18:15:04+00:00</dc:date>
    <link>http://insertcredit.com/2011/07/11/the-world-warrior</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["His base is too good, and I don’t have the choke. He proceeds to take a more dominant position, scores points, and my body is burning from the effort. The choke he applies toward the end of the match is almost a formality, since I’m far too tired to do much more than hang on. Second place. Second place because I’m learning the triangle choke, not learning Jiu Jitsu. Chipp never wins tournaments." A fantastic piece of writing, about beat-em-ups and combat sports, and the mindset you get into as you play both. I'm not a combat sports man, but it nails some of the inside of your brain when you've played a lot of beat-em-ups, for sure.]]></description>
<dc:subject>mma brazilianjiuitsu insertcredit fighters games writing</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:34e251fa6a95/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:mma"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:brazilianjiuitsu"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:insertcredit"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:fighters"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.rockpapershotgun.com/2011/06/04/colossal-cave-review/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+RockPaperShotgun+%28Rock%2C+Paper%2C+Shotgun%29">
    <title>Gaming Made Me: Colossal Cave Adventure | Rock, Paper, Shotgun</title>
    <dc:date>2011-06-04T15:06:29+00:00</dc:date>
    <link>http://www.rockpapershotgun.com/2011/06/04/colossal-cave-review/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+RockPaperShotgun+%28Rock%2C+Paper%2C+Shotgun%29</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I didn’t contact Charlotte; I want to leave the memory untouched. So that we will always both be Crowther’s daughters, too." I think that line - that one, remarkable, final line in a lovely, lovely paean to ADVENTURE - made me tear up a bit.]]></description>
<dc:subject>games crowtherandwoods colossalcave leighalexander writing</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:ba38a5d67bfb/</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:crowtherandwoods"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:colossalcave"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:leighalexander"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://fictionalprojects.com/2011/03/plot-has-consequences/">
    <title>Plot has consequences — Sophie Sampson</title>
    <dc:date>2011-03-22T23:48:23+00:00</dc:date>
    <link>http://fictionalprojects.com/2011/03/plot-has-consequences/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Robert Downey Jr really sells the idea of being a design engineer. To be fair, the Iron Man script does him the great service of having him have to build himself a new heart in a cave in Afghanistan, thus having to make imperfect things and fettle them to fit. That feeling gets slightly lost later in his super-engineer pad where apparently nothing needs filing when  it comes back from the rapid prototyping machine. But he still manages to exude a kind of mad joy at making things, a fundamental character trait in the way that having nice breasts is not." Sophie on the emotional truths of storytelling.]]></description>
<dc:subject>games writing plot narrative storytelling sophiesamson truth masseffect2</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:6f0a9cdeec9f/</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:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:plot"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:storytelling"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:sophiesamson"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:truth"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:masseffect2"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.rockpapershotgun.com/2011/03/16/mnemotechnics-and-ultima-underworld-ii/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+RockPaperShotgun+%28Rock%2C+Paper%2C+Shotgun%29">
    <title>Mnemotechnics And Ultima Underworld II | Rock, Paper, Shotgun</title>
    <dc:date>2011-03-16T12:41:04+00:00</dc:date>
    <link>http://www.rockpapershotgun.com/2011/03/16/mnemotechnics-and-ultima-underworld-ii/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+RockPaperShotgun+%28Rock%2C+Paper%2C+Shotgun%29</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[I swear, just go and read this right now; it might look like it's about games, but really, it's about space, and memory, and Memory Palaces, and wrapped around a retrospective of a marvellous game, and a little bit about how games make us who we are, in ways their creators might never have imagined.]]></description>
<dc:subject>games ultimaunderworld ultima memory memoryplaces marvellous writing</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:74c08aa7170a/</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:ultimaunderworld"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ultima"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:memory"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:memoryplaces"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:marvellous"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://gameshelf.jmac.org/2011/03/the-if-theory-reader/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+GameshelfBlog+%28The+Gameshelf+%28blog%29%29">
    <title>The IF Theory Reader | The Gameshelf</title>
    <dc:date>2011-03-02T11:03:51+00:00</dc:date>
    <link>http://gameshelf.jmac.org/2011/03/the-if-theory-reader/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+GameshelfBlog+%28The+Gameshelf+%28blog%29%29</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["So is it worth reading dusty IF history? Well, I haven't read it yet. But I can say that the book really represents a tour through the past ten years of the IF community's thinking. Some of the essays are from 2001; some have been revised for this edition; some are brand-new. Many have been published in other forms, so if you've been devouring our blog posts and essays for the past few years, you will see few surprises. But if your awareness of IF dates from the last century -- or if you've been following us only casually -- I think this book has something to offer."]]></description>
<dc:subject>if interactivefiction games writing criticism reader</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:ebe3cdd825fc/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:if"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:interactivefiction"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:criticism"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:reader"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://curveship.com/">
    <title>Curveship: Interactive Fiction + Interactive Narrating</title>
    <dc:date>2011-02-02T21:09:39+00:00</dc:date>
    <link>http://curveship.com/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Curveship is an interactive fiction system that provides a world model (of characters, objects, locations, and things that happen) while also modeling the narrative discourse, so that the narration and description of the simulated world can change. Curveship can tell events out of order, using flashback and other techniques, and can tell the story from the standpoint of particular characters and their perceptions and understandings." This looks both bonkers and brilliant.]]></description>
<dc:subject>if interactivefiction narrative stories python games writing</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:d4c495de293a/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:if"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:interactivefiction"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:stories"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:python"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.rotational.co.uk/2011/01/verbatim-and-the-facts/">
    <title>Verbatim and the facts « rotational</title>
    <dc:date>2011-01-27T15:07:14+00:00</dc:date>
    <link>http://www.rotational.co.uk/2011/01/verbatim-and-the-facts/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Trust is the key to breaking [this cycle]. And I think Talese’s method shows us how we might gain it: by checking with our subjects and making sure we understand what they’re trying to express, beyond what they actually say. Because if our subjects are interesting enough to report on, they’re deserving of respect. And if we respect them, they will respect us. That’s a much more virtuous circle." I think Alex is right, you know.]]></description>
<dc:subject>games journalism trust respect writing quotation</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:3a9edbf7fe01/</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:journalism"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:trust"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:respect"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:quotation"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://five-players.com/?p=2106">
    <title>Why We Fight: Street Fighting Man | Five Players</title>
    <dc:date>2010-12-14T00:13:54+00:00</dc:date>
    <link>http://five-players.com/?p=2106</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Street Fighter is about everything games are about – all you’ve learned about positioning and strategy, every reaction tightened by every sudden twitch of your trigger fingers, every educated guess made at your opponent’s next move – all played out in a simple two-dimensional box where you test everything you’ve ever known about videogames. Street Fighter IV is the same old game of two-dimensional space control, strategy, and flat-out mind reading but it took whopping great polygons in an old-fashioned game to take a 2D fighter back to the masses." This is all true.
]]></description>
<dc:subject>streetfighter games fighting writing</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:6660d71d418c/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:streetfighter"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:fighting"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://iam.benabraham.net/2010/12/in-print-killscreen/">
    <title>In Print: KillScreen | ben abraham dot net</title>
    <dc:date>2010-12-13T10:35:33+00:00</dc:date>
    <link>http://iam.benabraham.net/2010/12/in-print-killscreen/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["To apply the same point to videogames, ‘we’ are exceptionally good at the analytic mode and extremely poor at the rhetorical persuasion. As a cohort, we’re remarkably analytical. There are not many writers, bloggers, critics, etc of videogames who are either committed to the persuasive communication of the veracity of their feelings, moods, and strange hunches about videogames, but there sure is a lot of people willing to point out the textual or dramaturgical features of XYZ latest game." This, many, many times over. It's one reason I tire of so much wordy criticism at the moment: it is exhaustive, but lacks direction. (This, for me, was the gap between my first years at university and my final year: finding the courage to make my own arguments, rather than just synthesizing everything around me).
]]></description>
<dc:subject>writing games criticism analysis</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:ef57d1598ae4/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:criticism"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:analysis"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://mitu.nu/2010/10/22/kandinsky-and-game-design/">
    <title>Mitu.nu » Kandinsky and Game Design</title>
    <dc:date>2010-10-25T11:30:41+00:00</dc:date>
    <link>http://mitu.nu/2010/10/22/kandinsky-and-game-design/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Mitu makes a series of interesting connections here, though the conclusion she came to isn't quite the same as mine - which is in the comments. But there's a mass of starting points here as to notions of the "abstract", and what it might mean for games. Something I shall be returning to, for sure.
]]></description>
<dc:subject>games abstract kandinsky writing art mitukandhaker</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:680056d4c844/</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:abstract"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:kandinsky"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:art"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:mitukandhaker"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://five-players.com/?p=1149">
    <title>Fatalism in Leboa-Sako and Bowa-Seko | Five Players</title>
    <dc:date>2010-09-23T08:58:00+00:00</dc:date>
    <link>http://five-players.com/?p=1149</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Far Cry 2 invites fatalism, pessimism, and near-suicidal tactics because optimism and strategy went on holiday to Leboa-Sako and got murdered just like everything else. Hoping for the best doesn’t work. Being clever doesn’t work. Nothing good will ever happen to you in Far Cry 2′s Africa, and none of your carefully-designed plans will ever bear fruit."
]]></description>
<dc:subject>games writing farcry2 fatalism</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:650a08dff28f/</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:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:farcry2"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:fatalism"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.gamasutra.com/view/feature/6131/five_minutes_with_deadline.php">
    <title>Gamasutra - Features - Five Minutes With... Deadline</title>
    <dc:date>2010-09-14T15:49:12+00:00</dc:date>
    <link>http://www.gamasutra.com/view/feature/6131/five_minutes_with_deadline.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["In principle, the pressure ought to be off, since you've got a infinitive lives and a stock of smart-bombs. In practice, the game quickly becomes so pulsingly busy that I not infrequently become blind to the position of my own ship. I'm still playing - still winning - but have no visual awareness of the bright white claw I'm actually steering. The bit of my brain that handles moving knows where it is, but the bit of my brain that does the thinking has no idea, and they very rapidly start screaming at each other." Margaret's new column for Gamasutra goes live (hurrah). Talking about this was one reason I got sucked back into Deadline very deeply a few weeks ago. Deep enough to edge beyond randomness, towards a semblence of mastery, and at least understand the system. At least enough to understand quite how fine it is.
]]></description>
<dc:subject>games writing gamasutra margaretrobertson geometrywars analysis column</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:23dffb6fca01/</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:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:gamasutra"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:margaretrobertson"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:geometrywars"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:analysis"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:column"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://blog.theparisreview.org/2010/08/17/searching-for-me/">
    <title>Searching For Me in Red Dead Redemption | The Paris Review</title>
    <dc:date>2010-08-24T20:36:40+00:00</dc:date>
    <link>http://blog.theparisreview.org/2010/08/17/searching-for-me/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["A week later, I went into Rockstar Games in Soho for the recording and screamed two hours of lines as Marshall Leigh Johnson. I threatened, chased, arrested, and killed people. I even died. I didn’t just die, I died with an accent. I was in the freaking zone. After signing my paperwork, I left, sweating, voiceless, and thrilled to bid farewell to my voice-over innocence. A new day had dawned for me and my badass larynx." This is brilliant, and doesn't go where you think it might. I love voice actors.
]]></description>
<dc:subject>games voiceacting reddeadredemption writing</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:7766766b555e/</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:voiceacting"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:reddeadredemption"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://emshort.wordpress.com/2010/08/11/bissell-braid-and-the-use-of-words/">
    <title>Bissell, Braid, and the Use of Words « Emily Short's Interactive Storytelling</title>
    <dc:date>2010-08-22T14:39:39+00:00</dc:date>
    <link>http://emshort.wordpress.com/2010/08/11/bissell-braid-and-the-use-of-words/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["This ghastly indie-art-game prose: it’s writing that tries to communicate ideas in the same way that game mechanics communicate ideas. Such writing offers allusions and suggestions, hints for the player to assemble, but it shies away from specifics or a through-line plot. Characters often go unnamed, or are named something thuddingly symbolic, or are Everyman. Theme is presented heavy-handedly (you wouldn’t want players to miss it!) and via the most cliché images. Expect frequent references to light and dark, cold and loneliness, broken hearts and shattered dreams. Memories may get a look in. Also death. It’s like reading a collage of the manuscripts sent to a high school poetry contest right after one of the students got in a fatal crash." Emily is right, and it's something I hate about certain games: just how *self-consciously* "indie" they are.
]]></description>
<dc:subject>games braid tombissell writing emilyshort indie</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:cd73f2b58af7/</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:braid"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:tombissell"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:emilyshort"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:indie"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://sports.espn.go.com/espn/eticket/story?page=100805/madden">
    <title>ESPN - OTL: The Franchise - E-ticket</title>
    <dc:date>2010-08-20T18:02:23+00:00</dc:date>
    <link>http://sports.espn.go.com/espn/eticket/story?page=100805/madden</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Madden isn't very big over here at all; it's hard to underestimate its cultural standing in the US. This article goes a long way to both explaining that and looking at the history of a juggernaut franchise that once started out very small. I really liked it as a piece of journalism.
]]></description>
<dc:subject>writing journalism games football madden ea electronicarts</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:d651452bbe27/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:journalism"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:football"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:madden"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ea"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:electronicarts"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.boingboing.net/2010/07/28/maps.html">
    <title>Maps - Boing Boing</title>
    <dc:date>2010-07-28T19:39:52+00:00</dc:date>
    <link>http://www.boingboing.net/2010/07/28/maps.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Videogames are systems, not themes, but dress a system in the right theme and you can catch the attention of someone who would not otherwise be interested. So it is for my father, who, in these awkwardly rendered moments, catches a glimpse of what I'd been seeing my entire childhood." Lovely, lovely piece of writing from Simon.
]]></description>
<dc:subject>simonparkin writing videogames games maps jrpgs</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:25cac0ebd534/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:simonparkin"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:videogames"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:maps"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:jrpgs"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://kotaku.com/5540742/the-importance-of-writing">
    <title>The Importance Of Writing - ludology - Kotaku</title>
    <dc:date>2010-05-19T21:17:15+00:00</dc:date>
    <link>http://kotaku.com/5540742/the-importance-of-writing</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["But imagine if the writer came up with a "story" before the rules.  A "pre-rules story."  At that point, you could create the rules around that story, and even if the rules seemed unconventional or unbalanced, you could be confident that they would work as long as the story works." Erm, not really; crap rules are crap rules, even if they make sense within the story. This paragraph directly contradicts his previous (accurate) paragraph, that stories must follow the rules of the game. To then say: "but we can retrofit rules onto the story if the latter was done first" just feels wrong. One more thing on my pile of "stuff about rules".
]]></description>
<dc:subject>writing games rules mechanics</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:b8209da6280b/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<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:mechanics"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.gamasutra.com/view/feature/4412/persuasive_games_the_picnic_.php">
    <title>Gamasutra - Features - Persuasive Games: The Picnic Spoils the Rain</title>
    <dc:date>2010-05-09T22:42:13+00:00</dc:date>
    <link>http://www.gamasutra.com/view/feature/4412/persuasive_games_the_picnic_.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["...there is something far more interesting at work in Heavy Rain: its successful rejection of the primary operation of cinema. The game doesn't fully succeed in exploiting this power, but it does demonstrate it in a far more synthetic way than do other games with similar goals. If "edit" is the verb that makes cinema what it is, then perhaps videogames ought to focus on the opposite: extension, addition, prolonging. Heavy Rain does not embrace filmmaking, but rebuffs it by inviting the player to do what Hollywood cinema can never offer: to linger on the mundane instead of cutting to the consequential." Ian Bogost is smart, and this is brilliant (and also provides a citation for "film is editing", which is something I've blathered about before).
]]></description>
<dc:subject>games ianbogost heavyrain editing prolonging writing</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:d284e4fd8910/</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:ianbogost"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:heavyrain"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:editing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:prolonging"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://fullbright.blogspot.com/2010/04/quick-hits-2.html">
    <title>Fullbright: Quick Hits 2</title>
    <dc:date>2010-04-24T19:02:32+00:00</dc:date>
    <link>http://fullbright.blogspot.com/2010/04/quick-hits-2.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["For instance, when a film critic with a Twitter account says that video games are not art, the natural followup becomes, "Well then... what is art?" And suddenly we're in some goddamn flourescent-lit student lounge, sitting on a nine-dollar couch across from a dude whose shirt is self-consciously spattered with daubs of encaustic, hip-to-hip with the girl who stamped each page of a copy of The Feminine Mystique with an ink print of her own labia, hearing the guy over our shoulder mention Duchamp for the sixth time this week, and it all just needs to stop right now." Well said, Steve.
]]></description>
<dc:subject>stevegaynor art games videogames writing criticism stopitalreadydudes</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:d6aac752fa12/</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:art"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:videogames"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:criticism"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:stopitalreadydudes"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://garote.bdmonkeys.net/nethack/index.html">
    <title>My Nethack YAAP</title>
    <dc:date>2010-03-16T23:31:47+00:00</dc:date>
    <link>http://garote.bdmonkeys.net/nethack/index.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Nethack does what computers do best - what computers were invented for. It hands you a symbolic representation of something, and lets you interact with it. The symbols are utterly mundane ... but the interaction is extraordinarily complicated. Interacting with the game of Nethack can be glorious, frustrating, hilarious, and satisfying. Like any great game, it's even fun to watch and talk about when played by others. There are probably more web pages of people telling their Nethack war stories than there are pages discussing the game itself.

This is one of those pages. I'm writing this because, after twenty years of playing, I finally completed the game." It's quite a tale, and full of glimpses of secrets I never discovered. Always more of a rogue man.
]]></description>
<dc:subject>yaap nethack ascension roguelike games stories writing</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:7200e1776106/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:yaap"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:nethack"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ascension"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:roguelike"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:stories"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.danielnyegriffiths.org/2010/02/dante-inferno.html">
    <title>D Nye Everything: Dante's Inferno</title>
    <dc:date>2010-02-24T13:23:51+00:00</dc:date>
    <link>http://www.danielnyegriffiths.org/2010/02/dante-inferno.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["The demo of Dante's Inferno provided absolutely the stupidest gaming experience I think I have had since possibly Ultimate Combat Mission on the Spectrum +2. I don't think God of War can meaningfully compete, because… well, because it isn't based on one of the most famous works of literature produced in the last thousand years. Dorothy L Sayers translated it, for God's sake. Kratos never really had to get past anything more culturally embedded than Clash of the Titans." Dan has been playing Dante's Inferno, and the end result is this lovely post, about classics, and living stories, and Just Plain Stupid Games. It's very good. "…there's nothing to stop an incredibly silly game being a very enjoyable game, but there's something about the abandon with which Inferno is being used art direction for a slash-em-up that is killing the joy of it a bit for me"
]]></description>
<dc:subject>games dantesinferno classics livingstories dangriffiths writing</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:9aa20553a14e/</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:dantesinferno"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:classics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:livingstories"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:dangriffiths"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://chungking.wordpress.com/2009/12/29/assassins-creed-2-0-out-of-5-stars/">
    <title>Assassin’s Creed 2: 0 out of 5 stars « Chungking Espresso</title>
    <dc:date>2009-12-30T08:52:07+00:00</dc:date>
    <link>http://chungking.wordpress.com/2009/12/29/assassins-creed-2-0-out-of-5-stars/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["How does a game about killing people, the Old Testament, and the Borgias completely bore an Italian Jew?" Simon Ferrari didn't like Assassin's Creed II; he explains why. It's entertaining, for sure (but I'm still going to pick it up).
]]></description>
<dc:subject>games simonferrari writing assassinscreed2</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:30df18b1e68a/</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:simonferrari"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:assassinscreed2"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://insultswordfighting.blogspot.com/2009/12/games-of-decade-prince-of-persia-sands.html">
    <title>Insult Swordfighting: Games of the decade: Prince of Persia: The Sands of Time -- Video Game Reviews and Rants</title>
    <dc:date>2009-12-21T17:14:34+00:00</dc:date>
    <link>http://insultswordfighting.blogspot.com/2009/12/games-of-decade-prince-of-persia-sands.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Then, after the Prince topples the evil Vizier and rewinds time, back to before the Sands destroyed everything, it's as though they've never met. When we realize that the Prince has been talking to Farah all along, and not to us, it is a perfect storytelling moment: funny, surprising, achingly romantic. I don't remember if Farah falls in love with the Prince after that, but I did." Mitch writes about Sands of Time in his end-of-decade list. It's still, I think, my favourite game of the decade.
]]></description>
<dc:subject>games sandsoftime princeofpersia mitchkrpata writing</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:df5e884ac938/</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:sandsoftime"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:princeofpersia"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:mitchkrpata"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://drgamelove.blogspot.com/2009/12/permanent-death-complete-saga.html">
    <title>SLRC - Specious Living, Reasoning, and Criticism: Permanent Death - The Complete Saga</title>
    <dc:date>2009-12-04T17:01:12+00:00</dc:date>
    <link>http://drgamelove.blogspot.com/2009/12/permanent-death-complete-saga.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["After some delay I am now proud to announce that the complete Permanent Death saga is available for download. This definitive PDF version of the story, novel, machinima, whatever you want to call it, is something I am immensely proud of. I feel it eclipses both the scope and quality of anything I’ve ever produced before." It was a lovely endeavour, and still one of my favourite games - certainly of the decade, and perhaps ever.
]]></description>
<dc:subject>farcry2 writing games benabraham</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:a28d1037dd3b/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:farcry2"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:benabraham"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.themorningnews.org/archives/personal_essays/the_game_of_love.php">
    <title>The Game of Love by Marie Mutsuki Mockett - The Morning News</title>
    <dc:date>2009-11-27T17:45:25+00:00</dc:date>
    <link>http://www.themorningnews.org/archives/personal_essays/the_game_of_love.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["On the last day of tutoring, I asked my 15-year-old student if he knew that he had a chance to woo and win Bastila. “Really?” He thought he’d known everything about the game, but the dialogue option never registered as flirtation. His face, usually so focused with youthful liveliness, grew wary. He frowned and blinked. He wasn’t quite sure how he felt about the fact that his beloved game would contain something so foreign. So adult. " Marie Mutsuki Mockett - what a name! - writes about KOTOR, Carth Onassi, and a little bit of magic.
]]></description>
<dc:subject>games kotor romance bioware writing</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:2b4d5409a1ac/</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:kotor"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:romance"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:bioware"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.pentadact.com/index.php/2009-11-21-i-played-through-left-4-dead-2-holding-a-goddamn-gnome">
    <title>I Played Through Left 4 Dead 2 Holding A Goddamn Gnome, by Tom Francis</title>
    <dc:date>2009-11-21T19:06:49+00:00</dc:date>
    <link>http://www.pentadact.com/index.php/2009-11-21-i-played-through-left-4-dead-2-holding-a-goddamn-gnome</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["In the Dark Carnival campaign of Left 4 Dead 2, you can win a garden gnome at the fairground near the start – and there’s an achievement for carrying it all the way to the end. It is, in fact, the same goddamn gnome I carried through Episode goddamn Two, for the same goddamn reason: there was an achievement for it. By the end of that ordeal, I prayed I’d never set eyes on his (”stupid fucking”) face again – but here he is, and here I am, and here we go." Tom Francis gets the gnome achievement in L4D2, and lives to tell the tale.
]]></description>
<dc:subject>games achievements writing tomfrancis l4d2</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:8ed8f5762b0a/</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:achievements"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:tomfrancis"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:l4d2"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.brainygamer.com/the_brainy_gamer/2009/11/the-servant-and-the-someday-song.html?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+brainygamer+(The+Brainy+Gamer)">
    <title>The Brainy Gamer: The servant and the someday song</title>
    <dc:date>2009-11-16T11:24:08+00:00</dc:date>
    <link>http://www.brainygamer.com/the_brainy_gamer/2009/11/the-servant-and-the-someday-song.html?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+brainygamer+(The+Brainy+Gamer)</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["...sometimes I fear our endless preoccupation with making the case for video games is self-defeating. It feels defensive and, at its worst, produces a kind of micro-culture obsession with analysis: a 24/7 bloggo-Twitter tilling and re-tilling of the same small plot of dirt. In this self-absorbed environment, each new game's worth is measured by its ability to move the needle on emergent narrative, artistic expression, genre refinement...or whatever criterion we're applying this week to prove games matter to people already convinced." Yes. Not the reason I've been taking a break from writing about it, but something that plays on my mind before I put fingers to keyboard.
]]></description>
<dc:subject>games writing criticism michaelabbott blogs navelgazing</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:25bae02ad156/</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:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:criticism"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:michaelabbott"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:blogs"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:navelgazing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://edge-online.com/blogs/the-undeniable-case-for-pink-floyd-rock-band">
    <title>The Undeniable Case For Pink Floyd: Rock Band | Edge Online</title>
    <dc:date>2009-09-16T12:41:41+00:00</dc:date>
    <link>http://edge-online.com/blogs/the-undeniable-case-for-pink-floyd-rock-band</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["And if you the beat the game? An animation plays, showing Waters and Gilmour sitting at a pub, chatting like old mates. And as the screen fades to black, they share a little fist bump." Chris' column really is a lovely addition to Edge Online. This is a good one.
]]></description>
<dc:subject>beatlesrockband pinkfloyd music games chrisdahlen writing</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:9f6b855a02a5/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:beatlesrockband"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:pinkfloyd"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:music"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:chrisdahlen"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://insultswordfighting.blogspot.com/2009/09/its-not-called-rock-band-beatles-for.html">
    <title>Insult Swordfighting: It's not called &quot;Rock Band: The Beatles&quot; for a reason -- Video Game Reviews and Rants</title>
    <dc:date>2009-09-09T13:43:34+00:00</dc:date>
    <link>http://insultswordfighting.blogspot.com/2009/09/its-not-called-rock-band-beatles-for.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I've developed a habit of delivering a drum solo at the beginning of every Rock Band track -- just a little wailing away while the song cues up. It's a way of making the songs mine. You can't do that in The Beatles. Hit a drum pad before the song starts, and nothing happens, because that sound isn't on the original recording... More important, it's the game's way of making sure that you don't dare mess with perfection! I'm not a huge fan of that attitude. Past -- and, technically, current -- Rock Band games are about engaging with the music on an equal level. This game, though, is a ball-washing of the highest order. Maybe the Beatles are more deserving of such treatment than any other band, but I don't think any band deserves that treatment. Not now that I've seen the alternatives." Mitch Krpata on his problems with Rock Band: The Beatles.
]]></description>
<dc:subject>rockbandbeatles mitchkrpata games music creativity improvisation writing</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:741fe2942492/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:rockbandbeatles"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:mitchkrpata"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:music"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:creativity"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:improvisation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://pitchfork.com/reviews/albums/13443-rock-band/">
    <title>Pitchfork: Album Reviews: The Beatles: Rock Band</title>
    <dc:date>2009-09-09T09:00:08+00:00</dc:date>
    <link>http://pitchfork.com/reviews/albums/13443-rock-band/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["The Beatles: Rock Band is the total opposite [of Rock Band 2]. The "characters" are untouchable, and the tracks don't even toss you a freestyle section. Your only choices are to get the song right, or not. Sure, it's a cliché that most videogames make you save the world, but at least in those games, you know you're needed. I've never felt less important in a game than this one." Chris Dahlen makes an excellent point in the midst of his excellent (and otherwise uniformly positive) review of The Beatles: Rock Band for Pitchfork.
]]></description>
<dc:subject>chrisdahlen savetherobot beatles beatlesrockband music harmonix games writing customisation player focus</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:998d49d2f53b/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:chrisdahlen"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:savetherobot"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:beatles"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:beatlesrockband"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:music"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:harmonix"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:customisation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:player"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:focus"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.rockpapershotgun.com/2009/07/15/some-stuff-about-open-world-games/">
    <title>Rock, Paper, Shotgun: Bumblebird vs Man-Man » Some Stuff About Open World Games</title>
    <dc:date>2009-07-26T20:23:24+00:00</dc:date>
    <link>http://www.rockpapershotgun.com/2009/07/15/some-stuff-about-open-world-games/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["So to come full circle with the sense of dissatisfaction with open world games: I think the way we experience them, by comparison with linear games, says something about how our gaming imagination functions. We seem to understand that when linear games point us in a certain direction, that’s the way to go. When an open world game appears, its very structure suggests something about how we should behave, or want to behave, and predisposes us to judge on the basis of how it entices us to go somewhere that the game itself hasn’t suggested, and on how it then deals with that action." Jim on open-world gaming.
]]></description>
<dc:subject>games openworld jimrossignol rps writing</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:d5bbf5c6e889/</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:openworld"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:jimrossignol"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:rps"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.chewingpixels.com/gaming-made-me/">
    <title>chewing pixels » Gaming Made Me</title>
    <dc:date>2009-07-14T22:50:15+00:00</dc:date>
    <link>http://www.chewingpixels.com/gaming-made-me/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["But in truth you don’t get to choose the games that make you. Rather, these are the ones that time and circumstance pair you with. You don’t get to pick your DNA." I think Simon's short fragment was my favourite by a mile of the RPS "Gaming Made Me" features.
]]></description>
<dc:subject>simonparkin games writing experience</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:09e2c1ef540d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:simonparkin"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.rockpapershotgun.com/2009/06/22/fuel-around-the-world-in-eight-hours/">
    <title>Rock, Paper, Shotgun: The Force is The Method » Fuel: Around The World In Eight Hours</title>
    <dc:date>2009-06-22T09:07:11+00:00</dc:date>
    <link>http://www.rockpapershotgun.com/2009/06/22/fuel-around-the-world-in-eight-hours/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I was, instead, going to see what it would take to drive around the world in a single sitting. It would have to be a single sitting because, without unlocking the game, I could not easily return to where I had driven to, or save my location. I was going to drive without the safety-net of a saved game, or even a checkpoint." Jim takes a tour of a properly big open-world; Fuel's not a game I'm very interested in for its mechanics, but the world always seemed interesting, and it's nice to have that confirmed.
]]></description>
<dc:subject>games fuel openworld narrative jimrossignol writing exploration</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:fd91f6c8c911/</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:fuel"/>
	<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:jimrossignol"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:exploration"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://emshort.home.mindspring.com/Alabaster/index.html">
    <title>Alabaster</title>
    <dc:date>2009-06-06T13:52:21+00:00</dc:date>
    <link>http://emshort.home.mindspring.com/Alabaster/index.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["The Queen has told you to return with her heart in a box. Snow White has made you promise to make other arrangements. Now that you're alone in the forest, it's hard to know which of the two women to trust. The Queen is certainly a witch — but her stepdaughter may be something even more horrible..." An interesting take on conversational IF, even if some of the most interesting endings - and best writing - his relatively cryptic to access...
]]></description>
<dc:subject>games if interactivefiction textadventure writing narrative</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:4ed33f8ff7ee/</dc:identifier>
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</item>
<item rdf:about="http://www.offworld.com/2009/06/e309-the-7-things-you-need-to.html">
    <title>E309: the 7 things you need to know about Microsoft's press conference - Offworld</title>
    <dc:date>2009-06-01T22:01:34+00:00</dc:date>
    <link>http://www.offworld.com/2009/06/e309-the-7-things-you-need-to.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[If you want a wrap-up of the Microsoft keynote, you could do no better than Brandon's wrap-up for Offworld - spot on, nicely detailed, and covering all the facts with great illustration. Whilst their titles - L4D2, Forza 3, etc - are obviously real assets, it's their commitment to the 360 as a platform in the living room that was impressive.
]]></description>
<dc:subject>e3 entertainment blog offworld microsoft games technology media writing</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:93ef2b3f18fa/</dc:identifier>
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</item>
<item rdf:about="http://insultswordfighting.blogspot.com/2009/05/for-immediate-release.html">
    <title>Insult Swordfighting: FOR IMMEDIATE RELEASE</title>
    <dc:date>2009-05-28T13:56:00+00:00</dc:date>
    <link>http://insultswordfighting.blogspot.com/2009/05/for-immediate-release.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["It will [violent metaphor] you." Mitch has seen one too many press releases, methinks.
]]></description>
<dc:subject>games press pr e3 mitchkrpata writing funny humour</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:fb098d97f017/</dc:identifier>
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</item>
<item rdf:about="http://www.gamasutra.com/view/feature/4035/from_the_past_to_the_future_tim_.php">
    <title>Gamasutra - Features - From The Past To The Future: Tim Sweeney Talks</title>
    <dc:date>2009-05-26T11:37:20+00:00</dc:date>
    <link>http://www.gamasutra.com/view/feature/4035/from_the_past_to_the_future_tim_.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Jolly good interview with Tim Sweeney, with lots on ZZT (hurrah!), and, I think most interestingly lots of on building games around editors and tools - from ZZT through Unreal to the present day. I like his acknowledgments of his shortcomings as a progammer - but perhaps also his shrewdness as a manager.
]]></description>
<dc:subject>gamasutra articles games writing timsweeney epic shareware editors creation</dc:subject>
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