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    <title>List of ethical concerns in video games</title>
    <dc:date>2014-10-04T08:16:40+00:00</dc:date>
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<dc:subject>ss games values leigh-alexander</dc:subject>
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    <dc:creator>jasonsutter</dc:creator><description><![CDATA[Welcome to Playfic, the first online community that lets you write, remix, share, and play interactive, text-based games with the world.]]></description>
<dc:subject>games interactive fiction web app</dc:subject>
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    <title>Achievement Porn – Pete Michaud</title>
    <dc:date>2010-03-02T00:07:44+00:00</dc:date>
    <link>http://www.petermichaud.com/essays/achievement-porn/</link>
    <dc:creator>jasonsutter</dc:creator><description><![CDATA[“But why achieve at all when you can plug into any number of 'achievement games' and get the same personal satisfaction? That’s when it becomes pathological.”]]></description>
<dc:subject>worth-reading culture games education achievement</dc:subject>
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    <title>Hug your kids: Ars reviews Heavy Rain – Ben Kuchera</title>
    <dc:date>2010-02-25T18:44:23+00:00</dc:date>
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    <dc:creator>jasonsutter</dc:creator><description><![CDATA[“In some cases, you'll have to hold down one button, and then another, and then another. This can lead to your hands doing weird things on the DualShock 3 […] This may sound weird, or even counter-intuitive, but these challenges are put in places where your character is being subjected to heavy emotional or physical stress. You're supposed to feel like you're on the edge of failure and pushing your dexterity to the limit, because that matches what the game is putting its characters through.”]]></description>
<dc:subject>worth-reading games design</dc:subject>
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    <dc:creator>jasonsutter</dc:creator><description><![CDATA[1. You need a good idea
2. Professional work requires professional tools
3. Take care of yourself]]></description>
<dc:subject>games business worth-reading</dc:subject>
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    <title>Redesigning MMO combat with poker – Tobold</title>
    <dc:date>2010-01-29T07:35:33+00:00</dc:date>
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    <dc:creator>jasonsutter</dc:creator><description><![CDATA[“It is easy to see that through the randomness of the shuffled deck the player is unable to say what cards he will play before he actually draws his hand. And as he draws a new random card every time he plays a card, he can also not know exactly what cards he will hold next round. But just like in a poker game, he can make tactical decision.”]]></description>
<dc:subject>games worth-reading</dc:subject>
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    <title>Learn to Let Go: How Success Killed Duke Nukem – Clive Thompson</title>
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    <dc:creator>jasonsutter</dc:creator><description><![CDATA[“It’s a dilemma all artists confront, of course. When do you stop creating and send your work out to face the public? Plenty of Hollywood directors have delayed for months, dithering in the editing room. But in videogames, the problem is particularly acute, because the longer you delay, the more genuinely antiquated your product begins to look — and the more likely it is that you’ll need to rip things down and start again”]]></description>
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