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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>
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    <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>
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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>
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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>
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    <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>
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