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    <title>Pinboard (infovore)</title>
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    <description>recent bookmarks from infovore</description>
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	<rdf:li rdf:resource="http://www.intertext.com/magazine/v5n1/solitudes.html"/>
	<rdf:li rdf:resource="http://www.gamesetwatch.com/2009/02/column_homer_in_silicon_blue.php"/>
	<rdf:li rdf:resource="http://blog.bioware.com/"/>
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	<rdf:li rdf:resource="http://www.rockpapershotgun.com/2008/08/26/morality-tales-bioware-versus-the-issues/"/>
	<rdf:li rdf:resource="http://versusclucluland.blogspot.com/2008/07/gamers-are-maximizers-of-utility.html"/>
	<rdf:li rdf:resource="http://online.wsj.com/article/SB121460385251911957.html?mod=2_1168_1"/>
	<rdf:li rdf:resource="http://www.storytellersunplugged.com/our-writing-is-not-of-your-world"/>
	<rdf:li rdf:resource="http://headrush.typepad.com/creating_passionate_users/2006/10/better_beginnin.html"/>
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  </channel><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>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://www.wired.com/magazine/2011/09/mf_harmon/all/1">
    <title>How Dan Harmon Drives Himself Crazy Making Community | Magazine</title>
    <dc:date>2011-10-14T19:31:18+00:00</dc:date>
    <link>http://www.wired.com/magazine/2011/09/mf_harmon/all/1</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["His earliest revelation about how the TV medium worked—one that heavily influences Community—came courtesy of a Cheers board game he spotted at a toy store. He realized that the characters were so relatable and their dynamics so clearly defined that anyone could step into their lives—even in a board game." Brilliant interview with Dan Harmon - but this paragraph really leapt out at me.]]></description>
<dc:subject>community story narrative danharmon writing sitcoms tv structure</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:9e12fa87b330/</dc:identifier>
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<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>
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<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>
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<item rdf:about="http://brokenbottleboy.tumblr.com/post/1162598736/the-future-of-books-why-ideo-and-i-arent-on-the">
    <title>The Future of Books: why IDEO and I aren’t on the... | intercourse with biscuits</title>
    <dc:date>2010-09-22T10:49:34+00:00</dc:date>
    <link>http://brokenbottleboy.tumblr.com/post/1162598736/the-future-of-books-why-ideo-and-i-arent-on-the</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Nelson, as described by IDEO in the video above, does so much work for you. It throws multiple perspectives into the equation, killing the unreliable narrator with the gifts of foresight and hindsight. It does away with the unexplainable appeal of a surprising hit novel giving you a league table of books to pick from according to their “impact on popular opinion and debate.” You’ll struggle to form your own opinion as you jump through the layers that Nelson offers you, given a perspective like a student browbeaten by an overbearing A-Level tutor." I similarly disliked their attempts to not only redesign the book, but to try to redesign narrative, in "Alice" - as if people hadn't tried, and as if what narrative _really_ needed was just a good design firm to take a crack at it.
]]></description>
<dc:subject>ideo books narrative writing imagination</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:608e516ea865/</dc:identifier>
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<item rdf:about="http://www.lettersofnote.com/2010/08/fraternally-brother-vonnegut.html">
    <title>Letters of Note: Fraternally, Brother Vonnegut</title>
    <dc:date>2010-08-06T12:41:32+00:00</dc:date>
    <link>http://www.lettersofnote.com/2010/08/fraternally-brother-vonnegut.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["It now seems morally important to me to do without minor characters in a story. Any character who appears, however briefly, deserves to have his or her life story fully respected and told."
]]></description>
<dc:subject>vonnegut stories writing narrative letters</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:f598f7c9ea95/</dc:identifier>
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<item rdf:about="http://hitotoki.org/about/">
    <title>Hitotoki — About</title>
    <dc:date>2010-04-14T08:58:42+00:00</dc:date>
    <link>http://hitotoki.org/about/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Hitotoki stores literary 'sketches' of moments you experience every day. No check-ins. No bullshit badges. We think the most interesting stuff happens in the space between places. Hitotoki is built to help you capture those moments."
]]></description>
<dc:subject>writing travel hitotoki narrative world slow</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:47fb63e45f84/</dc:identifier>
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<item rdf:about="http://www.randsinrepose.com/archives/2010/02/08/a_story_culture.html">
    <title>Rands In Repose: A Story Culture</title>
    <dc:date>2010-02-08T13:03:53+00:00</dc:date>
    <link>http://www.randsinrepose.com/archives/2010/02/08/a_story_culture.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["In this digitally distant world full of information that appears to only be moving faster and faster, you get to choose: how much will I consume and how much will I create?"
]]></description>
<dc:subject>writing narrative creativity rands</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:50eaedf0a8f9/</dc:identifier>
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<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>
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<item rdf:about="http://www.guardian.co.uk/film/2009/jun/19/paul-schrader-reality-tv-big-brother">
    <title>Have videogames and reality TV given us 'narrative exhaustion', asks legendary screenwriter Paul Schrader | Film | The Guardian</title>
    <dc:date>2009-06-19T12:33:04+00:00</dc:date>
    <link>http://www.guardian.co.uk/film/2009/jun/19/paul-schrader-reality-tv-big-brother</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Storytelling began as ceremony and evolved into ritual. It was commercialised in the middle ages, became big business in the 19th century and an international industry in the 20th. Today it is the ubiquitous wallpaper of the postmodern era." I still think there's some separation of plot/narrative to be considered, you can't deny Schrader makes some sensible points.
]]></description>
<dc:subject>narrative media plot storytelling film paulschrader writing</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:4d41c7f73ac8/</dc:identifier>
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</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.pentadact.com/index.php/2009-04-15-ending-bioshock">
    <title>Ending BioShock, by Tom Francis</title>
    <dc:date>2009-04-17T14:34:55+00:00</dc:date>
    <link>http://www.pentadact.com/index.php/2009-04-15-ending-bioshock</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Tom Francis posits an alternate ending to Bioshock, that makes sense of the Vita-Chambers switcheroo, gives the player the agency they've craved, fixes some of the issues with the original ending, and asks you kindly to DROP THE GODDAMN RADIO.
]]></description>
<dc:subject>bioshock games narrative play storytelling writing</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:686d13ae0003/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:bioshock"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:play"/>
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<item rdf:about="http://savetherobot.wordpress.com/2009/04/07/my-gdc-nutshell-tiny-tiny-stories/">
    <title>GDC Takeaway: Tiny, Tiny Stories « Save the Robot - Chris Dahlen</title>
    <dc:date>2009-04-08T09:04:08+00:00</dc:date>
    <link>http://savetherobot.wordpress.com/2009/04/07/my-gdc-nutshell-tiny-tiny-stories/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Many deep, sophisticated emotions can emerge from those three plots. But they should emerge in the experience, in the actions the players take, in the reactions they receive, in gestures and decisions and deaths and tasks and achieving or failing to achieve a goal. They should not emerge from people sitting around talking to each other in a cartoon." Chris Dahlen on post-GDC09 narrative.
]]></description>
<dc:subject>games narrative story chrisdhalen writing character plot</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:6065805d41dc/</dc:identifier>
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</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.gamasutra.com/view/feature/3965/game_writing_from_the_inside_out.php">
    <title>Gamasutra - Features - Game Writing From The Inside Out</title>
    <dc:date>2009-03-23T12:21:11+00:00</dc:date>
    <link>http://www.gamasutra.com/view/feature/3965/game_writing_from_the_inside_out.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[This is both good and bad in places; I'm not totally convinced by the "What would players rather shoot -- a wall, or a Nazi?" argument, but I'm very interested (as per my previous writing on Far Cry 2) in notions of non-player characters as protagonist; the player as lens through which story emerges, rather than hero of said story. Stuff to think on, for sure, but I'm still working out how to respond to this; I'm not sure it fulfils its goal of discussing "how writers and designers can collaborate smoothly and successfully"; it just shows me some examples.
]]></description>
<dc:subject>design games writing narrative story structure protagonist</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:cb31c014be77/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<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:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:story"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:structure"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:protagonist"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.intertext.com/magazine/v5n1/solitudes.html">
    <title>InterText v5n1: Two Solitudes by Carl Steadman</title>
    <dc:date>2009-03-05T16:50:22+00:00</dc:date>
    <link>http://www.intertext.com/magazine/v5n1/solitudes.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[A story, between two people, told through email. Not looking like email; actually, originally, told over email. Now, it can only be read in order - but once, it would have been delivered. Can't imagine how striking it might have been.
]]></description>
<dc:subject>writing narrative fiction stories email carlsteadman</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:b4d628107f0a/</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:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:fiction"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:stories"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:email"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:carlsteadman"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.gamesetwatch.com/2009/02/column_homer_in_silicon_blue.php">
    <title>GameSetWatch - Column: 'Homer In Silicon': Blue Lacuna</title>
    <dc:date>2009-02-13T10:38:43+00:00</dc:date>
    <link>http://www.gamesetwatch.com/2009/02/column_homer_in_silicon_blue.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["There are no cut scenes, no uninteractive passages, no portions where the characters are essentially "switched off" and indifferent to what the player does. Everything counts. Everything is part of the story." Excellent Emily Short piece on Blue Lacuna
]]></description>
<dc:subject>games writing storytelling narrative interactivefiction if bluelacuna</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:ef0a4f4afe00/</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:storytelling"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:interactivefiction"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:if"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:bluelacuna"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://blog.bioware.com/">
    <title>BioWare Blog</title>
    <dc:date>2008-11-07T23:29:16+00:00</dc:date>
    <link>http://blog.bioware.com/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[BioWare now have a blog. It looks like it's going to be full of good stuff about games and, especially, writing for them. Can't wait.
]]></description>
<dc:subject>bioware games writing rpg narrative story</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:9ecc801f1f6d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:bioware"/>
	<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:rpg"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:story"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://pats-quinade.livejournal.com/125004.html">
    <title>Patsquinade - How my not-great plot happened: a mini post-mortem</title>
    <dc:date>2008-08-31T13:41:43+00:00</dc:date>
    <link>http://pats-quinade.livejournal.com/125004.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["An interesting article at Rock, Paper, Shotgun tackles BioWare's tackling of issues tackling modern society, tackling one of my Mass Effect plots in the process. I responded in the comments, and after looking at how much I yammered on, I figured it was worth posting here as a look inside how these things get into the game, and why some things that seem dumb get done." Patrick Weekes follows up the RPS post criticising his own plot elements with some frank self-criticism, and some interesting explanations; a reminder of how hard creating any kind of meaningful choice can be.
]]></description>
<dc:subject>rockpapershotgun writing games masseffect bioware criticism postmortem plot story narrative choice</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:9cb6f642228e/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:rockpapershotgun"/>
	<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:masseffect"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:bioware"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:criticism"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:postmortem"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:plot"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:story"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:choice"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.feministe.us/blog/archives/2008/08/11/hair-pulling-and-braid-weaving/">
    <title>Feministe » Hair-pulling and braid-weaving</title>
    <dc:date>2008-08-26T21:52:45+00:00</dc:date>
    <link>http://www.feministe.us/blog/archives/2008/08/11/hair-pulling-and-braid-weaving/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["It seems to me that Tim and the nameless characters of the epilogue represent archetypes of some kind. They don’t stand in for every man and woman, certainly, but they’re emblematic of a certain kind of dysfunctional relationship, one where “I’ll protect you” turns into “I’ll control you.”" A smart, sharp reading of Braid, that understands its gameiness.
]]></description>
<dc:subject>braid games criticism writing critique narrative</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:4e2528329c2d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:braid"/>
	<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:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:critique"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narrative"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.rockpapershotgun.com/2008/08/26/morality-tales-bioware-versus-the-issues/">
    <title>Morality Tales - BioWare Versus The Issues | Rock, Paper, Shotgun</title>
    <dc:date>2008-08-26T10:49:50+00:00</dc:date>
    <link>http://www.rockpapershotgun.com/2008/08/26/morality-tales-bioware-versus-the-issues/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I think, in these fleshed out circumstances, an RPG could be the most remarkable place for getting to grips with matters like abortion and euthanasia. I think _because_ they’re the sorts of subjects it’s completely pointless to talk about in the pub, because it inevitably descends into people entrenching themselves in their currently held position and then hurling stones at the other side, that the RPG would be a space in which the emphasis of thought and consideration would be squarely on you." John Walker on the problem with BioWare's attitude to morality, and some potential solutions.
]]></description>
<dc:subject>bioware rpg writing morality narrative games choice play debate issues</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:183cdec19a09/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:bioware"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:rpg"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:morality"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:choice"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:play"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:debate"/>
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</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://versusclucluland.blogspot.com/2008/07/gamers-are-maximizers-of-utility.html">
    <title>Versus CluClu Land: Gamers are Maximizers of Utility</title>
    <dc:date>2008-07-21T15:55:33+00:00</dc:date>
    <link>http://versusclucluland.blogspot.com/2008/07/gamers-are-maximizers-of-utility.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I thought this decision to attach a reward to the choice represented a failure of nerve on the part of the designers ... wedding a gameplay-reward to a decision that ought be governed by one's sense of character and motivation."
]]></description>
<dc:subject>iroqouispliskin criticism games writing gta4 narrative gameplay storytelling reward</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:25ee67c3918d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:iroqouispliskin"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:criticism"/>
	<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:gta4"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:gameplay"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:storytelling"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:reward"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://online.wsj.com/article/SB121460385251911957.html?mod=2_1168_1">
    <title>'Grand,' but No 'Godfather' - WSJ.com</title>
    <dc:date>2008-07-10T22:11:51+00:00</dc:date>
    <link>http://online.wsj.com/article/SB121460385251911957.html?mod=2_1168_1</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Junot Diaz on GTAIV in the Wall Street Journal. Excellent writing, on the nature of good vs. great and great vs. seminal; on what art does to us; on how it needs to go farther. Smart, engaged, written by someone who gets culture and who *plays*.
]]></description>
<dc:subject>junotdiaz criticism writing games play gaming gta gtaiv narrative art</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:2c003f6281a9/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:junotdiaz"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:criticism"/>
	<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:play"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:gta"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:gtaiv"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:art"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.storytellersunplugged.com/our-writing-is-not-of-your-world">
    <title>Our Writing Is Not Of Your World | Storytellersunplugged</title>
    <dc:date>2008-06-25T11:24:09+00:00</dc:date>
    <link>http://www.storytellersunplugged.com/our-writing-is-not-of-your-world</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["What that means, though, is that when you’re looking at game writing in that way, you’re trying to fix a busted carburetor with an oil gauge and a cheese grater." Some sensible analysis; such a shame we need to write things like this.
]]></description>
<dc:subject>games writing narrative storytelling play movies disconnect interactivity</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:a73bbccb13be/</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:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:storytelling"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:play"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:movies"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:disconnect"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:interactivity"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://headrush.typepad.com/creating_passionate_users/2006/10/better_beginnin.html">
    <title>Creating Passionate Users: Better Beginnings: how to start a presentation, book, article...</title>
    <dc:date>2006-10-28T08:17:19+00:00</dc:date>
    <link>http://headrush.typepad.com/creating_passionate_users/2006/10/better_beginnin.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Guilty of half of these (at points). They usually didn't matter - but I'll be some more in mind for the future.
]]></description>
<dc:subject>presentation technique performance narrative communication writing</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:a533ffcb2977/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:presentation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:technique"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:performance"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:communication"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://lib.ru/STERLINGB/story.txt">
    <title>Bruce Sterling. The Wonderful Power of Storytelling</title>
    <dc:date>2006-03-07T05:12:44+00:00</dc:date>
    <link>http://lib.ru/STERLINGB/story.txt</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Must read this - games and storytelling. Bruce is currently blowing me away at Etech06
]]></description>
<dc:subject>games storytelling writing narrative narratology text design</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:4c3cbbfe1b9b/</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:storytelling"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narratology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:text"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
</rdf:Bag></taxo:topics>
</item>
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