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    <description>recent bookmarks from infovore</description>
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      <rdf:Seq>	<rdf:li rdf:resource="http://filmcrithulk.wordpress.com/2011/07/07/hulk-presents-the-myth-of-3-act-structure/"/>
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  </channel><item rdf:about="http://filmcrithulk.wordpress.com/2011/07/07/hulk-presents-the-myth-of-3-act-structure/">
    <title>HULK PRESENTS: THE MYTH OF 3 ACT STRUCTURE « FILM CRIT HULK! HULK BLOG!</title>
    <dc:date>2011-11-13T10:48:29+00:00</dc:date>
    <link>http://filmcrithulk.wordpress.com/2011/07/07/hulk-presents-the-myth-of-3-act-structure/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["THIS LITTLE WAY SHAKESPEARE ESCALATING THE STAKES AND POSITIONING THE ENDGAME = THE SAME EXACT WAY HOLLYWOOD SCREENWRITERS HANDLE THE ENTIRE MIDDLE PARTS OF THEIR GODDAMN MOVIE.

NO WONDER THEY AIMLESS AND BORING." Film Crit Hulk is brilliant.]]></description>
<dc:subject>writing structure screenplays format filmcrithulk beats shakespeare</dc:subject>
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    <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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    <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>
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