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		<title><![CDATA[Kotaku: Narrative]]></title>
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			<title><![CDATA[Kotaku: Narrative]]></title>
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		<description><![CDATA[Kotaku posts tagged Narrative]]></description>
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			<title><![CDATA[Watch a Woman Strip Naked Using Only Magic!]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Watch a Woman Strip Naked Using Only Magic!" href="http://kotaku.com/oh%2c-witcher-2/" 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;">ohwitcher2</span></a></div -->					<div><a title="Click here to read Watch a Woman Strip Naked Using Only Magic!" href="http://kotaku.com/5804769/watch-a-woman-strip-naked-using-only-magic" class="pp_image">
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				<!-- videoId: explore/kotaku/videos/1463 --><!-- /videoId: explore/kotaku/videos/1463 --> I could tell there was a sex scene brewing in <em>The Witcher 2</em> when Geralt of Rivia and his comely redheaded sorceress companion Triss stumbled upon this ancient Elven bathhouse, and I wasn't planning on sharing the resulting NSFW video. Then Triss tapped into the vast mystical forces of the universe to remove her clothing.				<a href="http://kotaku.com/5804769/watch-a-woman-strip-naked-using-only-magic" title="Click here to read more about Watch a Woman Strip Naked Using Only Magic!">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 23 May 2011 17:20:24 EDT]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[The Game Narrative Triangle]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The Game Narrative Triangle" href="http://kotaku.com/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;">design</span></a></div -->					<div><a title="Click here to read The Game Narrative Triangle" href="http://kotaku.com/5594540/the-game-narrative-triangle--redkingsdream" class="pp_image">
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				There doesn't seem to be a lot going on in the game scene right now (at least for people not interested in motion controls, ever-more-unsettling modern war shooters and misjudged forum policies), so I'm taking advantage of the quiet time to go back some of the basic structures in games. Today I'm taking a first-principles look at the kinds of stories videogames tell.				<a href="http://kotaku.com/5594540/the-game-narrative-triangle--redkingsdream" title="Click here to read more about The Game Narrative Triangle">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Fri, 23 Jul 2010 11:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Fraser Allison]]></dc:creator>
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			<title><![CDATA[The Straight Story of 'Gay Tony']]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The Straight Story of 'Gay Tony'" href="http://kotaku.com/weekend-reader/" 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;">weekendreader</span></a></div -->					<div><a title="Click here to read The Straight Story of 'Gay Tony'" href="http://kotaku.com/5419658/the-straight-story-of-gay-tony" class="pp_image">
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				Calling it "the straightest <a class="autolink" title="Click here to read more posts tagged #grandtheftauto" title="Click here to read more posts tagged #grandtheftauto" href="http://kotaku.com/tag/grandtheftauto/">Grand Theft Auto</a> ever," largely for effect, PopMatters' G. Christopher Williams says The <a class="autolink" title="Click here to read more posts tagged #balladofgaytony" title="Click here to read more posts tagged #balladofgaytony" href="http://kotaku.com/tag/balladofgaytony/">Ballad of Gay Tony</a> hews to some hetero-driven crime-novel representations of both sexualities, but in the end is about much deeper themes.				<a href="http://kotaku.com/5419658/the-straight-story-of-gay-tony" title="Click here to read more about The Straight Story of 'Gay Tony'">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 05 Dec 2009 14:00:00 EST]]></pubDate>
			<dc:creator><![CDATA[Owen Good]]></dc:creator>
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			<title><![CDATA[Persona 4: Reflecting The Self]]></title>
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				 Recent <i>Persona</i> games have become cult hits thanks largely to their gameplay framework &mdash; traditional Japanese RPG leveling mechanics reframed around personal improvement, social relationships and the concept of the self.				<a href="http://kotaku.com/5140871/persona-4-reflecting-the-self" title="Click here to read more about Persona 4: Reflecting The Self">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Wed, 28 Jan 2009 14:00:00 EST]]></pubDate>
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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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			<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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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read 'You Are Dead. Continue?': The Future of Death 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 'You Are Dead. Continue?': The Future of Death in Games" href="http://kotaku.com/5065465/you-are-dead-continue-the-future-of-death-in-games" class="pp_image">
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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[Games Today: We Do Melodrama?]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Games Today: We Do Melodrama?" 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 Games Today: We Do Melodrama?" href="http://kotaku.com/5022341/games-today-we-do-melodrama" class="pp_image">
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				 The term 'melodrama' is a somewhat loaded term — ask a few people if X media counts as melodrama, and you're likely to get a variety of answers.  Michael Abbott discusses melodrama in one accepted context (a definition that I would quibble with based on my own background dealing with 'melodramatic representation') in reference to games.  Yes, we <i>do</i> do melodrama — everything from <i>GTA</i> to <i>Metal Gear</i> to <i>Final Fantasy</i> plays with at least one interpretation of melodrama:				<a href="http://kotaku.com/5022341/games-today-we-do-melodrama" title="Click here to read more about Games Today: We Do Melodrama?">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 06 Jul 2008 14:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[East vs. West: On Gaming Preferences]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read East vs. West: On Gaming Preferences" href="http://kotaku.com/east-versus-west/" 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;">eastversuswest</span></a></div -->					<div><a title="Click here to read East vs. West: On Gaming Preferences" href="http://kotaku.com/307861/east-vs-west-on-gaming-preferences" class="pp_image">
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				<a href="http://kotaku.com/assets/resources/2007/10/orientalism.jpg"></a>  Oh, what <i>would</i> good ol' Eddie Said say?  From <a href="http://sexyvideogameland.blogspot.com/2007/10/east-versus-west.html">Sexy Videogameland</a> comes <a href="http://www.surrealgamedesign.com/2007/09/24/stranger-in-a-strange-land-pt2/">a rather interesting discussion</a> by Rick Luebbers of Midway's Surreal Software on differences in Japanese and Western game design and gaming preferences.  Some (most) of the generalizations are sweeping at best, and many of his examples aren't exclusively Western problems, they're <i>industry</i> problems - I don't care where the game is coming from.  Square hasn't exactly been wowing me with fresh, inventive, and wickedly original narratives.  To sum it up - most of this comes down to personal opinion and taste in games.  Leigh Alexander brings it back to reality:				<a href="http://kotaku.com/307861/east-vs-west-on-gaming-preferences" title="Click here to read more about East vs. West: On Gaming Preferences">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 06 Oct 2007 13:30:42 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Lionhead on the New Language of Games]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Lionhead on the New Language of Games" href="http://kotaku.com/gcdc07-keynote/" 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;">gcdc07keynote</span></a></div -->					<div><a title="Click here to read Lionhead on the New Language of Games" href="http://kotaku.com/291754/lionhead-on-the-new-language-of-games" class="pp_image">
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				There is a distinct contradiction in Lionhead at the moment. Because there is not one gaming company in the world right now studying Hollywood with greater scrutiny. Yet their goal is to find the unique language of videogames. 				<a href="http://kotaku.com/291754/lionhead-on-the-new-language-of-games" title="Click here to read more about Lionhead on the New Language of Games">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 21 Aug 2007 20:00:24 EDT]]></pubDate>
			<dc:creator><![CDATA[Mark Wilson]]></dc:creator>
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			<title><![CDATA[Ken Rolston Talks Story, Kinda Scares (Excites?) Us]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Ken Rolston Talks Story, Kinda Scares (Excites?) Us" href="http://kotaku.com/spray-party/" 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;">sprayparty</span></a></div -->					<div><a title="Click here to read Ken Rolston Talks Story, Kinda Scares (Excites?) Us" href="http://kotaku.com/291942/ken-rolston-talks-story-kinda-scares-excites-us" class="pp_image">
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				"I'm spraying you guys hard in the mouth, knocking you down," said Ken Rolston, his brow glistening. And other than that awkward innuendo, no, including that innuendo, Rolsten's creamy white beard and stoic to animated dynamics remind me of my junior year high school English teacher. 				<a href="http://kotaku.com/291942/ken-rolston-talks-story-kinda-scares-excites-us" title="Click here to read more about Ken Rolston Talks Story, Kinda Scares (Excites?) Us">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 21 Aug 2007 18:30:59 EDT]]></pubDate>
			<dc:creator><![CDATA[Mark Wilson]]></dc:creator>
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			<title><![CDATA[Molyneux Wants People Beating Fable 2...With One Button]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Molyneux Wants People Beating Fable 2...With One Button" href="http://kotaku.com/easy/" 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;">easy</span></a></div -->					<div><a title="Click here to read Molyneux Wants People Beating Fable 2...With One Button" href="http://kotaku.com/282795/molyneux-wants-people-beating-fable-2with-one-button" class="pp_image">
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				Peter Molyneux has simplified combat to just one button in Fable 2, hopefully enticing casual gamers to play while still rewarding hardcore gamers with upgrades based upon the use of advanced maneuvers in the system. But either way, Molyneux wants players beating the game. <blockquote>I hate that we spend millions of dollars designing our games and only 1 percent of people finish them...If they don't finish the game, it's like leaving the movie halfway through, so it's a rubbish movie to some extent, and that responsibility is on our shoulders.</blockquote>There is nothing worse than developers masturbating to their own narrative genius over a game that's not worth the commitment of finishing. It's heartening that some designers have maintained perspective. We just hope the whole one button thing works out. 				<a href="http://kotaku.com/282795/molyneux-wants-people-beating-fable-2with-one-button" title="Click here to read more about Molyneux Wants People Beating Fable 2...With One Button">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Thu, 26 Jul 2007 15:20:51 EDT]]></pubDate>
			<dc:creator><![CDATA[Mark Wilson]]></dc:creator>
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			<title><![CDATA[Symbolism and Story in Silent Hill 2]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Symbolism and Story in Silent Hill 2" href="http://kotaku.com/analysis/" 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;">analysis</span></a></div -->					<div><a title="Click here to read Symbolism and Story in Silent Hill 2" href="http://kotaku.com/280769/symbolism-and-story-in-silent-hill-2" class="pp_image">
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				Leigh Alexander, scribe behind Aberrant Gamer, has an excellent analysis detailing how symbolism drives story in Silent Hill 2. It's an article with a "deep reading" of the game&mdash;analysis too often reserved for 18th century romantic literature and Far Side cartoons. 				<a href="http://kotaku.com/280769/symbolism-and-story-in-silent-hill-2" title="Click here to read more about Symbolism and Story in Silent Hill 2">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Fri, 20 Jul 2007 13:30:34 EDT]]></pubDate>
			<dc:creator><![CDATA[Mark Wilson]]></dc:creator>
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			<title><![CDATA[Emerson Defends Ebert Debate]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Emerson Defends Ebert Debate" href="http://kotaku.com/ebert/" 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;">ebert</span></a></div -->					<div><a title="Click here to read Emerson Defends Ebert Debate" href="http://kotaku.com/167597/emerson-defends-ebert-debate" class="pp_image">
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				Seattle-based movie critic and editor of <a href="http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/99999999/GENERALINFORMATION/40909005">RogerEbert.com</a> Jim Emerson dropped me a line over the weekend in response to <a href="http://www.kotaku.com/gaming/roger-ebert/ebert-debates-games-as-art-167212.php">my rantish blurb</a> about the video games as art "debate" he took part in with Roget Ebert last week in Boulder.				<a href="http://kotaku.com/167597/emerson-defends-ebert-debate" title="Click here to read more about Emerson Defends Ebert Debate">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 17 Apr 2006 10:00:10 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Crecente]]></dc:creator>
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			<title><![CDATA[Video Games and Art: Still Just Friends, Not Lovers]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Video Games and Art: Still Just Friends, Not Lovers" href="http://kotaku.com/culture/" 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;">culture</span></a></div -->					<div><a title="Click here to read Video Games and Art: Still Just Friends, Not Lovers" href="http://kotaku.com/140990/video-games-and-art-still-just-friends-not-lovers" class="pp_image">
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				<a href="http://www.kotaku.com/gaming/04leland_cover.583.jpg"></a>After writing <i>the most dramatic lede</i> in the game journalism history, scribe John Leland get his <a href="http://www.nytimes.com/2005/12/04/weekinreview/04lela.html?pagewanted=1&8hpib">NY Times</a> piece on video games and art moving in the right direction. The piece's thrust and best observation is found in the following: "Are they like movies, projecting the vision of an auteur like Mr. Spielberg or Peter Jackson, who recently collaborated in <i>Peter Jackson's King Kong: The Official Game of the Movie</i>? Or are they more like the song 'Frankie and Johnny,' which is performed in different ways by many people, and in which the art lies in the sum of performances?"				<a href="http://kotaku.com/140990/video-games-and-art-still-just-friends-not-lovers" title="Click here to read more about Video Games and Art: Still Just Friends, Not Lovers">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 05 Dec 2005 13:40:38 EST]]></pubDate>
			<dc:creator><![CDATA[lsmith]]></dc:creator>
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			<title><![CDATA[Choose Your Own Adventure, in Gaming]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Choose Your Own Adventure, in Gaming" href="http://kotaku.com/culture/" 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;">culture</span></a></div -->					<div><a title="Click here to read Choose Your Own Adventure, in Gaming" href="http://kotaku.com/140406/choose-your-own-adventure-in-gaming" class="pp_image">
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				<a href="http://www.kotaku.com/gaming/ocelot.jpg"></a><a href="http://www.curmudgeongamer.com/">Curmudgeon Gamer</a> is looking at "Story Vs. Choice in Konami Games," and it's pretty interesting. Author JVM picks different points in <i>Metal Gear Solid, Castlevania: Symphony of the Night</i> and </i>Silent Hill</i> where gamer-made choices change the path to the game's ending. <i>MGS</i> is the simplest, with the Ocelot event determine if you're walking out with Meryl or Otacon. Curmudgeon is going to dissect <i>Castlevania</i> and <i>Silent Hill</i> next, keep checking back.				<a href="http://kotaku.com/140406/choose-your-own-adventure-in-gaming" title="Click here to read more about Choose Your Own Adventure, in Gaming">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Thu, 01 Dec 2005 11:40:35 EST]]></pubDate>
			<dc:creator><![CDATA[lsmith]]></dc:creator>
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			<title><![CDATA[Ebert: Games Inferior to Movies]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Ebert: Games Inferior to Movies" href="http://kotaku.com/culture/" 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;">culture</span></a></div -->					<div><a title="Click here to read Ebert: Games Inferior to Movies" href="http://kotaku.com/139980/ebert-games-inferior-to-movies" class="pp_image">
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				<a href="http://www.kotaku.com/gaming/ebert.jpg"></a>In this week's <a href="http://rogerebert.suntimes.com/apps/pbcs.dll/section?category=ANSWERMAN&date=20051127">Answer Man</a> column, Sun-Times scribe Roger Ebert takes on a <strike>kiss ass</strike> respectful reader on video games being inferior to movies and literature. Ebert's reasoning: "There is a structural reason for that: Video games by their nature require player choices, which is the opposite of the strategy of serious film and literature, which requires authorial control."				<a href="http://kotaku.com/139980/ebert-games-inferior-to-movies" title="Click here to read more about Ebert: Games Inferior to Movies">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 29 Nov 2005 17:20:41 EST]]></pubDate>
			<dc:creator><![CDATA[lsmith]]></dc:creator>
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			<title><![CDATA[Metroid Prime's Hidden Text]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read &lt;i&gt;Metroid Prime&lt;/i&gt;'s Hidden Text" href="http://kotaku.com/metroid-prime/" 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;">metroidprime</span></a></div -->					<div><a title="Click here to read &lt;i&gt;Metroid Prime&lt;/i&gt;'s Hidden Text" href="http://kotaku.com/131533/metroid-primes-hidden-text" 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 &lt;i&gt;Metroid Prime&lt;/i&gt;'s Hidden Text" alt="Click here to read &lt;i&gt;Metroid Prime&lt;/i&gt;'s Hidden Text" src="http://cache.kotaku.com/assets/images/9/2005/10/ds_Metroid_Prime_Hunters-thumb.jpg"/>
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				<a href="http://www.kotaku.com/gaming/ds_Metroid_Prime_Hunters.jpg"></a>Via <a href= http://www.academic-gamers.org/index.shtml?/2005/10/15#laurie88 >Academic Gamers</a> comes a piece written by Rice student Amanda Phillips on <i>Metroid Prime</I>. "Behind the Visor" looks at the use of in-game texts that detail the lore behind <i>Metroid Prime</i> as the principle storytelling agents in <i>Prime</i>. These texts are numbered and scanned into a log book while the player adventures in <i>Prime</i>. They are optional, however, so much of <i>Prime</i>'s backstory and narrative isn't forced on players, it's a narrative you have to seek out, scan, record and then read. 				<a href="http://kotaku.com/131533/metroid-primes-hidden-text" title="Click here to read more about Metroid Prime's Hidden Text">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/131533/metroid-primes-hidden-text]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-131533]]></guid>
			<category><![CDATA[Metroid Prime]]></category>
			<category><![CDATA[Culture]]></category>
			<category><![CDATA[Narrative]]></category>
			<pubDate><![CDATA[Tue, 18 Oct 2005 09:40:57 EDT]]></pubDate>
			<dc:creator><![CDATA[lsmith]]></dc:creator>
			<wfw:commentRss>http://kotaku.com/index.php?op=postcommentfeed&amp;postId=131533&amp;view=rss&amp;microfeed=true</wfw:commentRss>
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