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		<title><![CDATA[Kotaku: Narrative Design]]></title>
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			<title><![CDATA[Kotaku: Narrative Design]]></title>
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			<title><![CDATA[Games as Language]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Games as Language" href="http://kotaku.com/language/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">language</span></a></div -->					<div><a title="Click here to read Games as Language" href="http://kotaku.com/5088755/games-as-language" class="pp_image">
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				 L.B. Jeffries has a nice essay up on the idea of 'games as languages' &mdash; a combination of coercing players to take certain actions and encouraging certain responses, creating a dialogue of sorts.  As Jeffries says, "It’s not exactly talking to another person…but it’s not just rolling dice or pressing shoot either."  As games get more complex, so does the 'language' aspect &mdash; choices are expressive elements, and the more choices one has, the more opportunities for unique combinations.  Even the simplest of games involves communication &mdash; 'go here, do that.'  With the influx of more diverse and user-created building blocks, it seems reasonable that the 'languages' would begin to emerge more clearly:				<a href="http://kotaku.com/5088755/games-as-language" title="Click here to read more about Games as Language">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 15 Nov 2008 16:30:00 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[The Soul of Wit: Brevity in Game Dialogue]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The Soul of Wit: Brevity in Game Dialogue" href="http://kotaku.com/narrative-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">narrativedesign</span></a></div -->					<div><a title="Click here to read The Soul of Wit: Brevity in Game Dialogue" href="http://kotaku.com/5065481/the-soul-of-wit-brevity-in-game-dialogue" class="pp_image">
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				  Gamasutra has a fun essay up from Ben Schneider, formerly of Iron Lore Entertainment and currently narrative designer at Big Huge Games, on dialogue in games &mdash; and the challenges of getting it right.  Schneider isn't calling for a removal of longer dialogues, but pointing out that short dialogue can function better than its longer cousin in many situations: creating ambiance in the background or delivering information (without interrupting or hindering gameplay) when in the forefront.  Short dialogue should be like poetry, and poetry is 'a powerful thing':				<a href="http://kotaku.com/5065481/the-soul-of-wit-brevity-in-game-dialogue" title="Click here to read more about The Soul of Wit: Brevity in Game Dialogue">More&nbsp;&raquo;</a>
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			<category><![CDATA[Narrative design]]></category>
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			<pubDate><![CDATA[Sat, 18 Oct 2008 15:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA['You Are Dead. Continue?': The Future of Death in Games]]></title>
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				 There's a very interesting article over at <a href="http://www.eludamos.org/index.php/eludamos"><i>Eludamos</i></a>, one of the open-access academic journals that's done a nice job of getting fascinating articles in each issue; this volume is no exception, and the article I found particularly thought provoking is on the issue of death in narrative-driven games.  Jason Tocci isn't arguing that the death mechanic has no place in games, but it's a cop out for many narrative-driven games &mdash; and can create frustrating gaming experiences for end users.  This is, in Tocci's view, a hold over from earlier design decisions when games were more limited in what they could do:				<a href="http://kotaku.com/5065465/you-are-dead-continue-the-future-of-death-in-games" title="Click here to read more about 'You Are Dead. Continue?': The Future of Death in Games">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 18 Oct 2008 13:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA['Skinning' Games: Some Thematic Problems]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read 'Skinning' Games: Some Thematic Problems" href="http://kotaku.com/game-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedesign</span></a></div -->					<div><a title="Click here to read 'Skinning' Games: Some Thematic Problems" href="http://kotaku.com/5062146/skinning-games-some-thematic-problems" class="pp_image">
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				 Danc at Lost Garden has an interesting post up on themes in games and the effect on game design: while there are definite reasons for the same types of themes and aesthetics popping up in games over and over again, a careful balance needs to be struck between 'skinning' themes and mechanics and putting coherent game play above it all.  It's better that a game 'reads' badly from a literary (narrative) standpoint, but makes sense in terms of game play:				<a href="http://kotaku.com/5062146/skinning-games-some-thematic-problems" title="Click here to read more about 'Skinning' Games: Some Thematic Problems">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 11 Oct 2008 12:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[The 'Narrative' Straw Man: We're Not Doing That Badly]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The 'Narrative' Straw Man: We're Not Doing That Badly" href="http://kotaku.com/narrative-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">narrativedesign</span></a></div -->					<div><a title="Click here to read The 'Narrative' Straw Man: We're Not Doing That Badly" href="http://kotaku.com/5037916/the-narrative-straw-man-were-not-doing-that-badly" class="pp_image">
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				  Michael Abbott of the Brainy Gamer has a great piece up on the straw man of the 'quality of narrative' debate that's been going on in the industry for quite some time now: things aren't as bad as the collective we make them out to be.  Really, they're not.  Sure, there are broken promises along the way, disappointments here and there, and certainly the future to look towards &mdash; but there are plenty of games who are doing pretty damn well, considering that most can agree that narrative design for games is in its relative infancy: 				<a href="http://kotaku.com/5037916/the-narrative-straw-man-were-not-doing-that-badly" title="Click here to read more about The 'Narrative' Straw Man: We're Not Doing That Badly">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 16 Aug 2008 16:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[The 'Secret (and Overt) Books' of Game Design]]></title>
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				  Malcolm Ryan is putting together a most interesting list of game design-related books &mdash; except these are the ones that are flying under the radar as it were.  Ryan describes these 'secret books' as "books that are not explicitly written about games, but which any game designer who reads them just <i>knows</i> that they are really about games."  As part of this, Ryan will be reviewing a book a week on a variety of narrative and game-related topics (even if the connection isn't immediately apparent).  In the 'secret book' category, he's got two examples:  <i>Understanding Comics: The Invisible Art</i> by Scott McCloud and <i>A Pattern Language: Towns, Buildings, Construction</i> by Christopher Alexander.				<a href="http://kotaku.com/5035252/the-secret-and-overt-books-of-game-design" title="Click here to read more about The 'Secret (and Overt) Books' of Game Design">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 10 Aug 2008 15:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Games and Learning: Opening Gateways?]]></title>
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				  I was chatting with a fellow Chinese historian this weekend when he confessed that his interest in Chinese history could be traced back to receiving a copy of <i>Romance of the Three Kingdoms</i> for SNES.  I thought of that while reading Duncan Fyfe's essay on the potential 'educational' uses of regular, AAA titles &mdash; which isn't really so much on the potential to educate as much as inspire (as insipid as that sounds) in subtle ways:				<a href="http://kotaku.com/5035171/games-and-learning-opening-gateways" title="Click here to read more about Games and Learning: Opening Gateways?">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 09 Aug 2008 19:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[A 'Narrative Manifesto': Collecting Current Musings]]></title>
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				  Michael Abbott of the Brainy Gamer has a nice little roundup of some of the current thinking on narrative designs in games &mdash; it's nice to have a couple of reasonably prominent writers/designers/etc. put together in one place, with easily digestible clips.  And, as usual, the comments section is just as worthy of attention as the article itself.  But is this emerging collective 'manifesto' really deserving of the title 'manifesto'?:				<a href="http://kotaku.com/5035157/a-narrative-manifesto-collecting-current-musings" title="Click here to read more about A 'Narrative Manifesto': Collecting Current Musings">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 09 Aug 2008 17:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Literature and Games: 'Playing the Reader']]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Literature and Games: 'Playing the Reader'" href="http://kotaku.com/game-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedesign</span></a></div -->					<div><a title="Click here to read Literature and Games: 'Playing the Reader'" href="http://kotaku.com/5029695/literature-and-games-playing-the-reader" class="pp_image">
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				  I really like the idea of turning classic literature into games, mostly in the form of <a href="http://kotaku.com/371027/classic-literature-gets-the-game-treatment">parodies</a> (but <a href="http://kotaku.com/354667/books-that-ought-to-be-made-into-games">moderately thoughtful ruminations</a> are welcome, too).  Over at GameSetWatch, Emily Short looks at the literature/game combination in the one genre that churns out book-related games at an alarming pace: the dreaded hidden object game.  She concedes that it sometimes works really well (as in the case of Agatha Christie novels, or Sherlock Holmes), but the disconnect between the narrative and gameplay in examples such as <i>The Count of Monte Cristo</i> is frustrating (she does offer the caveat that she's not a fan of the genre in general, but her criticisms still stand):				<a href="http://kotaku.com/5029695/literature-and-games-playing-the-reader" title="Click here to read more about Literature and Games: 'Playing the Reader'">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 27 Jul 2008 17:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Whither Monkey Island: 'Puzzles Are For Geezers'?]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Whither Monkey Island: 'Puzzles Are For Geezers'?" href="http://kotaku.com/game-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedesign</span></a></div -->					<div><a title="Click here to read Whither Monkey Island: 'Puzzles Are For Geezers'?" href="http://kotaku.com/5029686/whither-monkey-island-puzzles-are-for-geezers" class="pp_image">
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				  Are the ridiculous, wild goose chase puzzles of classic adventure games obsolete?  Michael Abbott at the Brainy Gamer grudgingly says they may be &mdash; "A revealing slap in the face awaits the - shall we say "veteran" - gamer who hands an old adventure game to a young gamer with a hearty recommendation and an assurance of blissful gaming in store."  The response is likely to be 'Is this supposed to be <i>fun</i>?'  Now, I know plenty of people who still remember fondly games like <i>Monkey Island</i> and other classic adventure games, including their oftentimes bizarre and lengthy puzzles, but:				<a href="http://kotaku.com/5029686/whither-monkey-island-puzzles-are-for-geezers" title="Click here to read more about Whither Monkey Island: 'Puzzles Are For Geezers'?">More&nbsp;&raquo;</a>
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			<category><![CDATA[Game design]]></category>
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			<category><![CDATA[Puzzle Games]]></category>
			<pubDate><![CDATA[Sun, 27 Jul 2008 16:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[An Interdisciplinary Approach to More Powerful Games]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read An Interdisciplinary Approach to More Powerful Games" href="http://kotaku.com/game-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedesign</span></a></div -->					<div><a title="Click here to read An Interdisciplinary Approach to More Powerful Games" href="http://kotaku.com/5029523/an-interdisciplinary-approach-to-more-powerful-games" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read An Interdisciplinary Approach to More Powerful Games" alt="Click here to read An Interdisciplinary Approach to More Powerful Games" src="http://cache.kotaku.com/assets/images/9/2008/07/fractalartinterdiscthumb.jpg"/>
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				 The idea that crafting a compelling game involves multiple parts &mdash; narrative design, graphic elements, sound &mdash; is so obvious that it's a shame an article even needs to be <i>written</i> expounding upon that fact, but Sande Chen (<i>The Witcher</i>) has an interesting piece over at Gamasutra on just that.  The real take away point is 'attention to detail,' I think &mdash; paying attention to visual intensity and how visual elements play into each other and the game; thinking hard about emotional intensity as it waxes and wanes throughout a game; really paying attention to sounds.  It seems so basic, but a little attention goes a long way:				<a href="http://kotaku.com/5029523/an-interdisciplinary-approach-to-more-powerful-games" title="Click here to read more about An Interdisciplinary Approach to More Powerful Games">More&nbsp;&raquo;</a>
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			<category><![CDATA[Game design]]></category>
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			<category><![CDATA[Game Design]]></category>
			<category><![CDATA[narrative design]]></category>
			<pubDate><![CDATA[Sat, 26 Jul 2008 14:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
			<wfw:commentRss>http://kotaku.com/index.php?op=postcommentfeed&amp;postId=5029523&amp;view=rss&amp;microfeed=true</wfw:commentRss>
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			<title><![CDATA[How Can A Game Be Subversive?]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read How Can A Game Be Subversive?" href="http://kotaku.com/tough-questions/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">toughquestions</span></a></div -->					<div><a title="Click here to read How Can A Game Be Subversive?" href="http://kotaku.com/386938/how-can-a-game-be-subversive" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read How Can A Game Be Subversive?" alt="Click here to read How Can A Game Be Subversive?" src="http://cache.kotaku.com/assets/images/9/2008/05/small_CompanionCube-thumb.jpg"/>
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				<a href="http://kotaku.com/assets/resources/2008/05/CompanionCube.jpg"></a> What makes for a subversive game?  Borut Pfeifer tackles the question with aplomb over at GameSetWatch, looking at games from <i>Portal</i> to <i>Blacksite: Area 51</i> to establish the various ways in which games currently convey 'subversive' messages of many stripes:				<a href="http://kotaku.com/386938/how-can-a-game-be-subversive" title="Click here to read more about How Can A Game Be Subversive?">More&nbsp;&raquo;</a>
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			<category><![CDATA[Game Design]]></category>
			<category><![CDATA[narrative design]]></category>
			<category><![CDATA[Portal]]></category>
			<pubDate><![CDATA[Sun, 04 May 2008 14:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Ken Levine on 'Narrative Drive']]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Ken Levine on 'Narrative Drive'" href="http://kotaku.com/still-off-the-deep-end/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">stilloffthedeepend</span></a></div -->					<div><a title="Click here to read Ken Levine on 'Narrative Drive'" href="http://kotaku.com/384374/ken-levine-on-narrative-drive" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Ken Levine on 'Narrative Drive'" alt="Click here to read Ken Levine on 'Narrative Drive'" src="http://cache.kotaku.com/assets/images/9/2008/04/small_anotherbioshockscreen-thumb.jpg"/>
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				<a href="http://kotaku.com/assets/resources/2008/04/anotherbioshockscreen.jpg"></a> While I remain unimpressed with much of the discussion surrounding <i>BioShock</i>, Gamasutra has a reasonably interesting interview up with Ken Levine on 'narrative drive' and some aspects of telling stories in games.  On the unreliable narrator, he's got this to say:				<a href="http://kotaku.com/384374/ken-levine-on-narrative-drive" title="Click here to read more about Ken Levine on 'Narrative Drive'">More&nbsp;&raquo;</a>
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			<category><![CDATA[still off the deep end]]></category>
			<category><![CDATA[Bioshock]]></category>
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			<category><![CDATA[ken levine]]></category>
			<category><![CDATA[narrative design]]></category>
			<category><![CDATA[News]]></category>
			<pubDate><![CDATA[Sat, 26 Apr 2008 15:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
			<wfw:commentRss>http://kotaku.com/index.php?op=postcommentfeed&amp;postId=384374&amp;view=rss&amp;microfeed=true</wfw:commentRss>
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			<title><![CDATA[Video Game Tropes Wiki]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Video Game Tropes Wiki" href="http://kotaku.com/lists/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">lists</span></a></div -->					<div><a title="Click here to read Video Game Tropes Wiki" href="http://kotaku.com/379197/video-game-tropes-wiki" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Video Game Tropes Wiki" alt="Click here to read Video Game Tropes Wiki" src="http://cache.kotaku.com/assets/images/9/2008/04/small_zeldatpcastle-thumb.jpg"/>
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				<a href="http://kotaku.com/assets/resources/2008/04/zeldatpcastle.jpg"></a> We all know and love (or hate) the expansive list of video game tropes; the TV Tropes wiki has put together a <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/VideogameTropes">shockingly extensive list</a> (also home of a wiki version of<a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/TheGrandListOfConsoleRolePlayingGameCliches">the grand list of RPG clichés</a>), spanning all sorts of genres and with plenty of examples.   My favorite is "Malevolent Architecture":				<a href="http://kotaku.com/379197/video-game-tropes-wiki" title="Click here to read more about Video Game Tropes Wiki">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 13 Apr 2008 17:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Portal's Power: A Narrative Critique]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Portal's Power: A Narrative Critique" href="http://kotaku.com/portal/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">portal</span></a></div -->					<div><a title="Click here to read Portal's Power: A Narrative Critique" href="http://kotaku.com/376520/portals-power-a-narrative-critique" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Portal's Power: A Narrative Critique" alt="Click here to read Portal's Power: A Narrative Critique" src="http://cache.kotaku.com/assets/images/9/2008/04/small_portalcake-thumb.jpg"/>
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				<a href="http://kotaku.com/assets/resources/2008/04/portalcake.jpg"></a> Emily Short, the <a class="autolink" title="Click here to read more posts tagged INTERACTIVE FICTION" title="Click here to read more posts tagged INTERACTIVE FICTION" href="http://kotaku.com/tag/interactive-fiction/">interactive fiction</a> designer/author, has an interesting look at <i>Portal</i>'s story from the perspective of someone who does IF.  I always like reading critiques from people who are engaged in the 'gaming' world, though perhaps not in the way we're expecting.  It's a thoughtful look at what went right, what went wrong, and maybe why people were so excited about it:				<a href="http://kotaku.com/376520/portals-power-a-narrative-critique" title="Click here to read more about Portal's Power: A Narrative Critique">More&nbsp;&raquo;</a>
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			<category><![CDATA[Portal]]></category>
			<category><![CDATA[Interactive Fiction]]></category>
			<category><![CDATA[narrative design]]></category>
			<pubDate><![CDATA[Sat, 05 Apr 2008 16:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Quests: Design, Theory, and History in Games and Narrative]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Quests: Design, Theory, and History in Games and Narrative" href="http://kotaku.com/books/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">books</span></a></div -->					<div><a title="Click here to read Quests: Design, Theory, and History in Games and Narrative" href="http://kotaku.com/360077/quests-design-theory-and-history-in-games-and-narrative" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Quests: Design, Theory, and History in Games and Narrative" alt="Click here to read Quests: Design, Theory, and History in Games and Narrative" src="http://cache.kotaku.com/assets/images/9/2008/02/small_questscover.jpg"/>
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				  I've got a couple of game related books on my 'someday, someday I'll have time to read these' book list, and I've just added a new one after seeing a post on Grand Text Auto:  Jeff Howard's <i>Quests: Design, Theory, and History in Games and Narratives</i>.  While "each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nights Aurora Toolset," something <i>I'll</i> never be using, the meat of the text sounds really interesting, blending literature and game design.  Says Nick Montfort, an assistant professor at MIT:				<a href="http://kotaku.com/360077/quests-design-theory-and-history-in-games-and-narrative" title="Click here to read more about Quests: Design, Theory, and History in Games and Narrative">More&nbsp;&raquo;</a>
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			<category><![CDATA[Books]]></category>
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			<category><![CDATA[Game Design]]></category>
			<category><![CDATA[narrative design]]></category>
			<pubDate><![CDATA[Sun, 24 Feb 2008 14:30:50 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA['Are Games Going To Grow Up?': A Debate]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read 'Are Games Going To Grow Up?': A Debate" href="http://kotaku.com/opinion/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">opinion</span></a></div -->					<div><a title="Click here to read 'Are Games Going To Grow Up?': A Debate" href="http://kotaku.com/357333/are-games-going-to-grow-up-a-debate" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read 'Are Games Going To Grow Up?': A Debate" alt="Click here to read 'Are Games Going To Grow Up?': A Debate" src="http://cache.kotaku.com/assets/images/9/2008/02/small_mousetrapgame-thumb.jpg"/>
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				<a href="http://kotaku.com/assets/resources/2008/02/mousetrapgame.jpg"></a>  Speaking of <a href="http://kotaku.com/354669/sexuality-in-games-the-juvenilemature-divide/">games being juvenile (maybe)</a>,  Steve Gaynor threw down the gauntlet over at <a href="http://fullbright.blogspot.com/2008/02/wager.html">Fullbright</a> with some incendiary comments that were of <i>course</i> going to start a firestorm, and were indeed designed to.  His contention?  The video games are going to be stuck in the same ghetto as comic books &mdash; always marginalized, forever juvenile, doomed to never being 'a relevant cultural medium':				<a href="http://kotaku.com/357333/are-games-going-to-grow-up-a-debate" title="Click here to read more about 'Are Games Going To Grow Up?': A Debate">More&nbsp;&raquo;</a>
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			<category><![CDATA[Opinion]]></category>
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			<category><![CDATA[Game Design]]></category>
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			<pubDate><![CDATA[Sat, 16 Feb 2008 17:30:59 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA['A Word Is Worth A Thousand Pictures': Graphics Vs Narrative]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read 'A Word Is Worth A Thousand Pictures': Graphics Vs Narrative" href="http://kotaku.com/game-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedesign</span></a></div -->					<div><a title="Click here to read 'A Word Is Worth A Thousand Pictures': Graphics Vs Narrative" href="http://kotaku.com/354664/a-word-is-worth-a-thousand-pictures-graphics-vs-narrative" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read 'A Word Is Worth A Thousand Pictures': Graphics Vs Narrative" alt="Click here to read 'A Word Is Worth A Thousand Pictures': Graphics Vs Narrative" src="http://cache.kotaku.com/assets/images/9/2008/02/small_chihwaseon4-thumb.jpeg"/>
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				<a href="http://kotaku.com/assets/resources/2008/02/chihwaseon4.jpeg"></a>  Rock, Paper, Shotgun has reprinted an older article of John Walker's that appeared in <i>The Escapist</i>: a discussion of narrative versus graphics, old versus new.  It's an inherently flawed argument (which the author freely admits), singling out the FPS genre in a move that is a bit unfair, but it's true that a strong narrative can overcome a lot of problems in the graphics department, assuming other pieces that make a strong game fall into place:				<a href="http://kotaku.com/354664/a-word-is-worth-a-thousand-pictures-graphics-vs-narrative" title="Click here to read more about 'A Word Is Worth A Thousand Pictures': Graphics Vs Narrative">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 10 Feb 2008 15:30:17 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[David Braben on The Outsider and 'Next-Gen' Design]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read David Braben on The Outsider and 'Next-Gen' Design" href="http://kotaku.com/david-braben/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">davidbraben</span></a></div -->					<div><a title="Click here to read David Braben on The Outsider and 'Next-Gen' Design" href="http://kotaku.com/344190/david-braben-on-the-outsider-and-next+gen-design" class="pp_image">
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				<a href="http://kotaku.com/assets/resources/2008/01/theoutsiderscreen.jpg"></a>  David Braben, who developed <i>Elite</i> and has recently been talking up his latest, the espionage-themed <i>The Outsider</i> (and giving backhanded compliments to games like <i>Bioshock</i> in the process).  Gamasutra has an interesting interview up with Braben, talking about new paths for narrative design, what he and Frontier Developments are hoping to do with <i>The Outsider</i>, and what everyone in the industry is doing wrong:				<a href="http://kotaku.com/344190/david-braben-on-the-outsider-and-next+gen-design" title="Click here to read more about David Braben on The Outsider and 'Next-Gen' Design">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 12 Jan 2008 17:30:00 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[MMOs Following An Ancient Epic Tradition]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read MMOs Following An Ancient Epic Tradition" href="http://kotaku.com/mmorpgs/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">mmorpgs</span></a></div -->					<div><a title="Click here to read MMOs Following An Ancient Epic Tradition" href="http://kotaku.com/341232/mmos-following-an-ancient-epic-tradition" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read MMOs Following An Ancient Epic Tradition" alt="Click here to read MMOs Following An Ancient Epic Tradition" src="http://cache.kotaku.com/assets/images/9/2008/01/small_aeneasblackfigure-thumb.jpg"/>
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				<a href="http://kotaku.com/assets/resources/2008/01/aeneasblackfigure.jpg"></a>  Long, long ago, before I threw myself into my current path of East Asian specialist, I was a classicist-in-training with a focus on first century BC Roman lyric poetry.  So I read with interest a piece in the <i>Escapist</i> comparing modern MMOs with the epic forerunners of centuries past - the likes of the <i>Illiad</i>, <i>Odyssey</i>, and <i>Aeneid</i>, among others.  Anyone who's ever waded through any of the epic classics can relate to the formulaic nature of the stories - epithets abound (Aeneas is always faithful, Achilles is always swift-footed, Dawn is <i>always</i> rosy-fingered), structure is repetitive, stories are familiar.  The repetition isn't merely the mark of a lazy story teller (or game developer), oh no:				<a href="http://kotaku.com/341232/mmos-following-an-ancient-epic-tradition" title="Click here to read more about MMOs Following An Ancient Epic Tradition">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 06 Jan 2008 15:30:00 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Telling Stories: Improving Story Telling In Games]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Telling Stories: Improving Story Telling In Games" href="http://kotaku.com/game-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedesign</span></a></div -->					<div><a title="Click here to read Telling Stories: Improving Story Telling In Games" href="http://kotaku.com/318667/telling-stories-improving-story-telling-in-games" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Telling Stories: Improving Story Telling In Games" alt="Click here to read Telling Stories: Improving Story Telling In Games" src="http://cache.kotaku.com/assets/images/9/2007/11/small_kosmos-thumb.jpg"/>
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				<a href="http://kotaku.com/assets/resources/2007/11/kosmos.jpg"></a>  In comparison to most of the stuff I read about improving story telling in games, which includes lots of literary theory, some pie-in-the-sky 'Wouldn't that be nice?' ideas, and formulas more complicated than many chemistry formulas, this week's HDR Knowledge over at <a href="http://www.gamesetwatch.com/2007/11/column_hdr_knowledge_telling_s.php">GameSetWatch</a> is practical and unpretentious.  I especially liked the points about the perils of cut scenes - a number of games I've played in the past year or so have suffered seriously from an overload of cut scenes (nothing encourages me more about the potential of game than wanting to sleep through the first ten hours).  Probably the most egregious violator of the cut scene issue that I'm really familiar with was the <i>Xenosaga</i> series - in the first installment, I dreaded the prospect of yet <i>another</i> cut scene that would take up half an hour of my life:				<a href="http://kotaku.com/318667/telling-stories-improving-story-telling-in-games" title="Click here to read more about Telling Stories: Improving Story Telling In Games">More&nbsp;&raquo;</a>
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			<category><![CDATA[story telling]]></category>
			<pubDate><![CDATA[Sun, 04 Nov 2007 17:30:45 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Constructing Artificial Emotions: Game Design]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Constructing Artificial Emotions: Game Design" href="http://kotaku.com/game-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedesign</span></a></div -->					<div><a title="Click here to read Constructing Artificial Emotions: Game Design" href="http://kotaku.com/315889/constructing-artificial-emotions-game-design" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Constructing Artificial Emotions: Game Design" alt="Click here to read Constructing Artificial Emotions: Game Design" src="http://cache.kotaku.com/assets/images/9/2007/10/small_gamedesignlg-thumb.jpg"/>
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				<a href="http://kotaku.com/assets/resources/2007/10/gamedesignlg.jpg"></a> I love the essays put together by Daniel Cook (aka Danc) of <a href="http://www.lostgarden.com/">Lost Garden</a> - they're frequently complex, but always enlightening.  This week at Gamasutra, he tackled the challenge of creating strong emotional experiences via game design: it's a powerful aspect of media and one that has been discussed in a lot of forums.  He pins down the (general) problem of game design when it comes to evoking emotion - designers tend to rely on one of two methods.  Either games fall back on other forms of media ("And then we show a movie of the faithful heroine being stabbed by the evil villain!") or what he terms 'copious handwaving' ('"See, this pink pulsating blob represents 'Feelings'", explains the designer to the confused player.').  His solutions?  Taking a look at several different methods (most with a long history of other applications), their uses and limitations, and how technology can help.  Some general thoughts?:				<a href="http://kotaku.com/315889/constructing-artificial-emotions-game-design" title="Click here to read more about Constructing Artificial Emotions: Game Design">More&nbsp;&raquo;</a>
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			<category><![CDATA[narrative design]]></category>
			<pubDate><![CDATA[Sat, 27 Oct 2007 17:30:34 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Grand Text Auto Exhibit Opens]]></title>
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				<a href="http://kotaku.com/assets/resources/2007/10/gtaopeningphoto.jpg"></a>  Just in case you blinked and missed it, the Grand Text Auto exhibit at UC Irvine's Beall Center for Art and Technology opened on Thursday, with opening symposiums and performances on Friday.  Even if you missed the opening events, the exhibit will be open until 14 December.  More information on the exhibit after the jump:				<a href="http://kotaku.com/307940/grand-text-auto-exhibit-opens" title="Click here to read more about Grand Text Auto Exhibit Opens">More&nbsp;&raquo;</a>
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			<category><![CDATA[Exhibitions]]></category>
			<category><![CDATA[Interactive Fiction]]></category>
			<category><![CDATA[narrative design]]></category>
			<pubDate><![CDATA[Sun, 07 Oct 2007 14:30:25 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Games Are A 'Backward-Looking Medium']]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Games Are A 'Backward-Looking Medium'" href="http://kotaku.com/narrative-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">narrativedesign</span></a></div -->					<div><a title="Click here to read Games Are A 'Backward-Looking Medium'" href="http://kotaku.com/307885/games-are-a-backward+looking-medium" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Games Are A 'Backward-Looking Medium'" alt="Click here to read Games Are A 'Backward-Looking Medium'" src="http://cache.kotaku.com/assets/images/9/2007/10/small_halopenciloped-thumb.jpg"/>
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				<a href="http://kotaku.com/assets/resources/2007/10/halopenciloped.jpg"></a>  It's nothing that hasn't been noted in a million blog posts over the years, but in an <a href="http://www.nytimes.com/2007/09/28/opinion/28radosh.html">op-ed piece in the <i>New York Times</i></a>, Daniel Radosh is saying it again.  Too much emphasis on graphics, not enough emphasis on narrative - and sometimes those purty cut scenes can be a hindrance to a satisfying game experience  (Radosh points to <i>Halo 3</i> as an example, picking up on something our very own Crecente pointed out in <a href="http://kotaku.com/gaming/feature/halo-3-review-300345.php">his review of Halo 3</a>).				<a href="http://kotaku.com/307885/games-are-a-backward+looking-medium" title="Click here to read more about Games Are A 'Backward-Looking Medium'">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 06 Oct 2007 15:30:54 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA['The Mechanics of Choice' - BioShock, Little Sisters, and Gameplay]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read 'The Mechanics of Choice' - BioShock, Little Sisters, and Gameplay" href="http://kotaku.com/bioshocked/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">bioshocked</span></a></div -->					<div><a title="Click here to read 'The Mechanics of Choice' - BioShock, Little Sisters, and Gameplay" href="http://kotaku.com/295788/the-mechanics-of-choice-+-bioshock-little-sisters-and-gameplay" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read 'The Mechanics of Choice' - BioShock, Little Sisters, and Gameplay" alt="Click here to read 'The Mechanics of Choice' - BioShock, Little Sisters, and Gameplay" src="http://cache.kotaku.com/assets/images/9/2007/09/small_bioshockcreeeeeepy-thumb.jpg"/>
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				<a href="http://kotaku.com/assets/resources/2007/09/bioshockcreeeeeepy.jpg"></a>  In the wake of <i>BioShock</i> has come more than a few thought-provoking posts from various corners - I've become more interested since my boyfriend picked up a copy and I've been watching to see what happens next (any game that uses Django Reinhardt in the soundtrack gets mega-bonus points from me) - and some of the most interesting takes have been coming from Leigh Alexander (the writer behind <a href="http://www.gamesetwatch.com/column_the_aberrant_gamer/">the Aberrant Gamer</a> column at GameSetWatch, <a href="http://sexyvideogameland.blogspot.com">Sexy Videogameland</a> and <a href="http://www.worldsinmotion.biz/">Worlds In Motion</a>).  Most recently?  Some musings on the 'mechanics of choice' in games - plenty of people have clamored for more choice, more options, more chances to control a character's destiny in games.  But as Alexander points out, most of the choices are superficial, cost-benefit decisions at best, not making a huge difference in <i>what happens</i>, but (perhaps more importantly) in a well-planned and well-designed games, they can seriously impact how it <i>feels</i> to play the game.				<a href="http://kotaku.com/295788/the-mechanics-of-choice-+-bioshock-little-sisters-and-gameplay" title="Click here to read more about 'The Mechanics of Choice' - BioShock, Little Sisters, and Gameplay">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 01 Sep 2007 20:00:17 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[On Mixing Narrative and Violence in Company of Heroes]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read On Mixing Narrative and Violence in Company of Heroes" href="http://kotaku.com/interviews/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">interviews</span></a></div -->					<div><a title="Click here to read On Mixing Narrative and Violence in Company of Heroes" href="http://kotaku.com/286076/on-mixing-narrative-and-violence-in-company-of-heroes" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read On Mixing Narrative and Violence in Company of Heroes" alt="Click here to read On Mixing Narrative and Violence in Company of Heroes" src="http://cache.kotaku.com/assets/images/9/2007/08/small_stephendgamasutra-thumb.jpg"/>
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				<a href="http://kotaku.com/assets/resources/2007/08/stephendgamasutra.jpg"></a> Gamasutra has an interesting (short) interview up with Stephen Dinehart, "narrative designer" for Relic Entertainment, the Vancouver arm of THQ.  The topic?  Well, <i>Company of Heroes</i> in general - more specifically, narrative design, violence, and historical accuracy (or lack thereof).  I've read a fair chunk of thoughts on narrative design in an academic context, so it's nice to read how people think the stuff is being applied in real-world situations.  Dinehart hopes that these sorts of games aren't just excuses to shoot stuff, and feels that his narrative crafting helps facilitate a more mature examination of violence:				<a href="http://kotaku.com/286076/on-mixing-narrative-and-violence-in-company-of-heroes" title="Click here to read more about On Mixing Narrative and Violence in Company of Heroes">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 04 Aug 2007 17:30:24 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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