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    <description>recent bookmarks from infovore</description>
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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>
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<item rdf:about="http://kottke.org/15/12/were-in-this-crazy-situation-called-life">
    <title>We're in this crazy situation called life</title>
    <dc:date>2016-01-07T12:25:30+00:00</dc:date>
    <link>http://kottke.org/15/12/were-in-this-crazy-situation-called-life</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[George Saunders on 'story'; watching this, and hearing him talk, I begin to see more about his writing emerges. It's still a mystery, but it feels like a tiny bit more of a known mystery.]]></description>
<dc:subject>writing georgesaunders story process kindness</dc:subject>
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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>
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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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<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>
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<item rdf:about="http://www.27bslash6.com/matthewsparty.html">
    <title>Matthew's non theme based fancy dress party</title>
    <dc:date>2008-12-15T14:51:38+00:00</dc:date>
    <link>http://www.27bslash6.com/matthewsparty.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["The problem I have with the note is not that he was having a party and didn't invite me, it was that he selected a vibrant background of balloons, effectively stating that his party was going to be vibrant and possibly have balloons and that I couldn't come." David Thorne knows how to wind people up.
]]></description>
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<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>
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<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>
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