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	<title>Ludus Novus &#187; Blogs</title>
	<atom:link href="http://ludusnovus.net/category/blogs/feed/" rel="self" type="application/rss+xml" />
	<link>http://ludusnovus.net</link>
	<description>The Art of Interaction</description>
	<lastBuildDate>Tue, 22 Nov 2011 19:05:48 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<copyright>2006-2008 </copyright>
	<managingEditor>Gregory.Weir@gmail.com (Gregory Weir)</managingEditor>
	<webMaster>Gregory.Weir@gmail.com (Gregory Weir)</webMaster>
	<ttl>1440</ttl>
	<image>
		<url>http://ludusnovus.net/images/ludusnovusblog.jpg</url>
		<title>Ludus Novus</title>
		<link>http://ludusnovus.net</link>
		<width>144</width>
		<height>144</height>
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	<itunes:subtitle></itunes:subtitle>
	<itunes:summary>The Art of Interaction</itunes:summary>
	<itunes:keywords>ludology, games, game, design, rpgs, interactive, fiction, video, game, theory, interactive, art</itunes:keywords>
	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
	</itunes:category>
	<itunes:category text="Arts">
		<itunes:category text="Literature" />
	</itunes:category>
	<itunes:category text="Society &#38; Culture" />
	<itunes:author>Gregory Weir</itunes:author>
	<itunes:owner>
		<itunes:name>Gregory Weir</itunes:name>
		<itunes:email>Gregory.Weir@gmail.com</itunes:email>
	</itunes:owner>
	<itunes:block>no</itunes:block>
	<itunes:explicit>no</itunes:explicit>
	<itunes:image href="http://ludusnovus.net/images/ludusnovusblog.jpg" />
		<item>
		<title>Flixel and Tweensy Working Together</title>
		<link>http://ludusnovus.net/2011/09/29/flixel-and-tweensy-working-together/</link>
		<comments>http://ludusnovus.net/2011/09/29/flixel-and-tweensy-working-together/#comments</comments>
		<pubDate>Thu, 29 Sep 2011 20:08:08 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[coding]]></category>
		<category><![CDATA[flixel]]></category>
		<category><![CDATA[passing]]></category>
		<category><![CDATA[tweensy]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1382</guid>
		<description><![CDATA[Are you using Flixel for Flash development? You should be. Are you using Tweensy for easy programmatic Flash tweening? You should be. Did you know that when Flixel loses focus and pauses, Tweensy doesn&#8217;t automatically pause? You should. It can cause some weird behavior. I&#8217;ve figured out a simple fix that pauses Tweensy when Flixel [...]]]></description>
			<content:encoded><![CDATA[<p>Are you using <a href="http://flixel.org/">Flixel</a> for Flash development? You should be.</p>
<p>Are you using <a href="http://code.google.com/p/tweensy/">Tweensy</a> for easy programmatic Flash tweening? You should be.</p>
<p>Did you know that when Flixel loses focus and pauses, Tweensy doesn&#8217;t automatically pause? You should. It can cause some weird behavior.</p>
<p>I&#8217;ve figured out a simple fix that pauses Tweensy when Flixel doesn&#8217;t have focus. I just did it, so be aware that there may be some unexpected consequences of this that I don&#8217;t know about.</p>
<p>Put the following in your main class that extends FlxGame:</p>
<p><code>override protected function onFocus(FlashEvent:Event = null):void<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;super.onFocus(FlashEvent);<br />
&nbsp;&nbsp;&nbsp;&nbsp;Tweensy.resume();<br />
}</p>
<p>override protected function onFocusLost(FlashEvent:Event = null):void<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;super.onFocusLost(FlashEvent);<br />
&nbsp;&nbsp;&nbsp;&nbsp;Tweensy.pause();<br />
}</code></p>
<p>And that&#8217;s that. When Flixel pauses due to lost focus, Tweensy will as well, and when Flixel resumes, so will Tweensy. Just make sure you don&#8217;t get the &#8220;pause&#8221; and &#8220;resume&#8221; flipped; I did at first, and I couldn&#8217;t figure out what the hell was wrong.</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2011/09/29/flixel-and-tweensy-working-together/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Over 150 Games Finished</title>
		<link>http://ludusnovus.net/2011/09/22/over-150-games-finished/</link>
		<comments>http://ludusnovus.net/2011/09/22/over-150-games-finished/#comments</comments>
		<pubDate>Thu, 22 Sep 2011 15:42:13 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1379</guid>
		<description><![CDATA[I just noticed that I&#8217;ve got over 150 games on my list of &#8220;Games I&#8217;ve Finished.&#8221; The list isn&#8217;t exactly precise. Sometimes I add smaller games (e.g. &#8220;All Roads Lead From Home&#8220;) but usually I only add games I&#8217;ve paid for or games that are big enough to feel like an accomplishment (e.g. Iji). I&#8217;ve [...]]]></description>
			<content:encoded><![CDATA[<p>I just noticed that I&#8217;ve got over 150 games on my <a href="http://ludusnovus.net/games-ive-played/">list of &#8220;Games I&#8217;ve Finished.&#8221;</a> The list isn&#8217;t exactly precise. Sometimes I add smaller games (e.g. &#8220;<a href="http://www.auntiepixelante.com/?p=343">All Roads Lead From Home</a>&#8220;) but usually I only add games I&#8217;ve paid for or games that are big enough to feel like an accomplishment (e.g. <a href="http://www.remar.se/daniel/iji.php"><i>Iji</i></a>). I&#8217;ve surely also forgotten a bunch of games from the list.</p>
<p>I also have &#8220;Games I&#8217;ve Played&#8221; (but not finished) and &#8220;Games I Probably Won&#8217;t Finish&#8221; on that page. Looking at them tells a lot about my game preferences. For example, I&#8217;m reluctant to stick with very hard or very long games, especially if they&#8217;re older console titles (<i>Super Mario Bros.</i>). And I generally don&#8217;t care for &#8220;real-time strategy&#8221; games. I don&#8217;t like having to plan and out-think an opponent while also managing low-level real-time play. I&#8217;m lousy enough at strategizing as it is; I don&#8217;t need added distractions.</p>
<p>This list also feels very short. It seems like there should be many, many more games on it. I&#8217;ve certainly left out a lot of games I&#8217;ve played emulated (<i>Final Fantasy VI</i>) and many games that I&#8217;ve only played demos of (<i>Rocket Jockey</i>, to pick one totally at random). There are a lot of games out there, and I&#8217;ve played a <em>lot</em> of them. But still nowhere near a majority.</p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<item>
		<title>A Pistol and a Flashlight Piece</title>
		<link>http://ludusnovus.net/2011/09/12/a-pistol-and-a-flashlight-piece/</link>
		<comments>http://ludusnovus.net/2011/09/12/a-pistol-and-a-flashlight-piece/#comments</comments>
		<pubDate>Mon, 12 Sep 2011 23:13:02 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[babies]]></category>
		<category><![CDATA[looming]]></category>
		<category><![CDATA[majesty]]></category>
		<category><![CDATA[mold]]></category>
		<category><![CDATA[my games]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1373</guid>
		<description><![CDATA[B.A. Campbell has written a very detailed look at some of my games over at Innsmouth Free Press, a micro-publisher that deals in horror and dark fiction. The piece is critical and flattering. If Babies Dream was, alchemically-speaking, a chunk of carbon, Looming is Weir’s lapis noster. Visually, it is perhaps the simplest of his [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://theyearisyesterday.wordpress.com/">B.A. Campbell</a> has written <a href="http://www.innsmouthfreepress.com/?p=14255">a very detailed look at some of my games</a> over at <a href="http://www.innsmouthfreepress.com/">Innsmouth Free Press</a>, a micro-publisher that deals in horror and dark fiction. The piece is critical and flattering.</p>
<blockquote><p>If <i>Babies Dream</i> was, alchemically-speaking, a chunk of carbon, <i>Looming</i> is Weir’s lapis noster. Visually, it is perhaps the simplest of his achievements&#8230; Oddly enough, the monotony of the presentation, alongside the soundtrack of howling winds and weird, croaking wildlife, helps to evoke exactly the sense of loneliness and isolation that the name of this realm, &#8220;Looming,&#8221; suggests. And with no fancy textures to distract the eye, <i>Looming</i>’s colossal broken gears and Apatosaurus-sized rib bones can’t help but arouse a fundamental awe&#8230; and fear.</p></blockquote>
<p>I recommend you <a href="http://www.innsmouthfreepress.com/?p=14255">check it out</a>.</p>
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		<slash:comments>4</slash:comments>
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		<title>How Fallout 3 Should Have Been</title>
		<link>http://ludusnovus.net/2011/09/01/how-fallout-3-should-have-been/</link>
		<comments>http://ludusnovus.net/2011/09/01/how-fallout-3-should-have-been/#comments</comments>
		<pubDate>Thu, 01 Sep 2011 19:40:16 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[bethesda]]></category>
		<category><![CDATA[fallout]]></category>
		<category><![CDATA[worldbuilding]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1327</guid>
		<description><![CDATA[My wife and I have been playing Fallout 3 in parallel recently. We&#8217;d each played for a while a year or so ago, but each stopped for one reason or another. I&#8217;ve finished the main story, including the DLC that extends the game a bit further. It&#8217;s a lot of fun, and it&#8217;s a really [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/fallout3ruins.jpg" alt="A screenshot of a damaged house and surroundings from Fallout 3." title="A screenshot of a damaged house and surroundings from Fallout 3." class="leadimage" /><a href="http://irrsinn.net/">My wife</a> and I have been playing <i>Fallout 3</i> in parallel recently. We&#8217;d each played for a while a year or so ago, but each stopped for one reason or another. I&#8217;ve finished the main story, including the <abbr title="downloadable content">DLC</abbr> that extends the game a bit further. It&#8217;s a lot of fun, and it&#8217;s a really well-designed game in many respects. Unfortunately, the story and world-building is pretty lacking. Let me tell you how <em>I</em> would have done <i>Fallout 3</i>.</p>
<p>Some backstory on the universe. The bombs fell in 2077, in a world themed around the <a href="http://www.paleofuture.com/">paleofuture</a> of the 1950s. The original <i>Fallout</i> starts in 2161, 84 years after the War. At this point, the US Southwest is in ruins with most people living in fortified farming, trading, or raiding communities. <i>Fallout 2</i> takes place in 2241. Most settlements in the US Southwest have been rebuilt from a combination of scraps and new materials. There&#8217;s a shiny place called Vault City with trees and clean buildings, a democratic republic in California, and two different organizations with advanced technology.</p>
<h3>What Bethesda Did</h3>
<p><i>Fallout 3</i> takes place across the country in the ruins of Washington, DC in 2277. 200 years after the bombs fell, many DC buildings are still standing. People live in filthy, makeshift towns made entirely of ruins and rusty scrap with litter on the floors of their houses. There are no farms in the game. The only sources of food seem to be some cave fungus, a single experimental hydroponics lab, mutant animal meat, and whatever gets scavenged from the ruins. And yet the ruins are simply full of food. Mashed potatoes, snack cakes, and canned meat sit on shelves and are no more irradiated than the water people drink.</p>
<p>This is hard to believe.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2011/09/01/how-fallout-3-should-have-been/">How Fallout 3 Should Have Been</a>...</p>
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		<slash:comments>6</slash:comments>
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		<item>
		<title>Rewards and Narrative</title>
		<link>http://ludusnovus.net/2011/08/30/rewards-and-narrative/</link>
		<comments>http://ludusnovus.net/2011/08/30/rewards-and-narrative/#comments</comments>
		<pubDate>Tue, 30 Aug 2011 15:40:19 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[challenge]]></category>
		<category><![CDATA[kyratzes]]></category>
		<category><![CDATA[reward]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1360</guid>
		<description><![CDATA[Jonas Kyratzes just posted a piece called &#8220;Narrative as Gameplay&#8221; where he responds to complaints that his games lack &#8220;gameplay:&#8221; [Narrative creates] a form of interactive storytelling that I would say constitutes gameplay as much as anything else in games does. In some games, you click on the enemy soldier and the enemy soldier dies, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.jonas-kyratzes.net/">Jonas Kyratzes</a> just posted a piece called &#8220;<a href="http://www.jonas-kyratzes.net/2011/08/30/narrative-as-gameplay/">Narrative as Gameplay</a>&#8221; where he responds to complaints that his games lack &#8220;gameplay:&#8221;</p>
<blockquote><p>[Narrative creates] a form of interactive storytelling that I would say constitutes gameplay as much as anything else in games does. In some games, you click on the enemy soldier and the enemy soldier dies, removing an obstacle to victory. In my games, you click on an object and it gives you a description, removing an obstacle to understanding.</p></blockquote>
<p>This is a very important point, and it deserves further exploration. Most games have a structure composed of a cycle of actions and rewards. You do something you&#8217;re supposed to do, and the game rewards you. Classic positive reinforcement. These rewards can be in the form of points (or money, etc.) but they&#8217;re most effective in the form of <em>content</em>. If you beat this boss, you get to see the next level. If you pass this test, you get to advance to the next grade. If you explore a side path, you get to see a cool room. If you examine this object, you get a cute joke.</p>
<p>These things are all analogous. There&#8217;s different scales to the rewards, but the 3XP you get for killing a rat is analogous to the 20 gamer points you get for an achievement is analogous to the ending cinematic you get for defeating the final puzzle. The <em>challenge</em> may vary, and the <em>reward</em> may vary, but the mechanism is exactly the same. Most games are machines that dispense rewards (i.e. pleasure) when you press the right button.</p>
<p>Kyratzes&#8217;s games (especially <i><a href="http://ludusnovus.net/2011/08/19/1337/">The Book of Living Magic</a></i> and <i><a href="http://ludusnovus.net/2008/12/02/my-visit-to-the-land-of-dream/">Desert Bridge</a></i>) tend to have a ton of side content like object descriptions that aren&#8217;t part of the main beat-the-game path to the end. They have a collection of trickier critical-path puzzles or challenges, and then a lot of incidental rewards that are provided in response to easy actions. This is just like, say, <i>Diablo</i>, which has a set of tricky battles punctuated by a lot of walking around, killing minor monsters, and smashing barrels. In games like Kyratzes&#8217;s, you click on the right thing and instead of a spray of gold coins you get a joke or an insight into the world.</p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>The Book of Living Magic</title>
		<link>http://ludusnovus.net/2011/08/19/1337/</link>
		<comments>http://ludusnovus.net/2011/08/19/1337/#comments</comments>
		<pubDate>Fri, 19 Aug 2011 20:29:14 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[darkness]]></category>
		<category><![CDATA[kyratzes]]></category>
		<category><![CDATA[setting]]></category>
		<category><![CDATA[urizen]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1337</guid>
		<description><![CDATA[The Book of Living Magic, by Jonas Kyratzes, is the latest in a series of excellent, idiosyncratic works by a relatively unsung developer. This one is a followup to his Desert Bridge (one of my favorites), and it&#8217;s got the same sort of funny, childlike but not childish feel. The crayon drawings are appropriate to [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/bolm.png" class="leadimage" alt="The Mayor of Oddness Standing, a gnarf trapped in a giant bottle." title="The Mayor of Oddness Standing, a gnarf trapped in a giant bottle." /><i><a href="http://jayisgames.com/games/the-book-of-living-magic/">The Book of Living Magic</a></i>, by <a href="http://www.jonas-kyratzes.net/">Jonas Kyratzes</a>, is the latest in a series of excellent, idiosyncratic works by a relatively unsung developer. This one is a followup to his <i>Desert Bridge</i> (one of my favorites), and it&#8217;s got the same sort of funny, childlike but not childish feel. The crayon drawings are appropriate to the gently subversive ideas being presented, and it&#8217;s simply packed with extraneous examinable items. In one late-game scene, every book on a bookshelf is clickable. They&#8217;re all clearly irrelevant, but if you want you can find out the clever title of each.</p>
<p>One of the interesting aspects of this game is that it&#8217;s really not about the story. Most of Kyratzes&#8217;s games are heavily storied; either you&#8217;re participating in or uncovering story (usually both). In this, however, you&#8217;re just exploring the world. The puzzles are simple and rather oddball, and your player character doesn&#8217;t make her personality very known. Instead, you&#8217;re meeting strange creatures (like Provatica the Unhefted, sheep adventurer) and visiting strange locales (like the Forest of Eyeballs). As one of Kyratzes&#8217;s games set in the Land of Dream, everything is appropriately surreal and dreamlike.</p>
<p>There are bits of darkness that pop out, though. Something happened to change Raven Locks Smith&#8217;s parents from dreamers to boring people, and it must be related to Mr. Urizen, Mayor of Dull, a recurring entity in Kyratzes&#8217;s works. A robot you meet is on the run from a government determined to turn him into a soldier. And the countryside around the town of Oddness Standing clearly has a long and often-solemn history that&#8217;s only hinted at in the game.</p>
<p><a href="http://jayisgames.com/games/the-book-of-living-magic/">Play it</a>. It&#8217;s short, it&#8217;s funny in a way that few games are, and it comes from the heart.</p>
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		<slash:comments>9</slash:comments>
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		<title>Why So Few Violent Games?</title>
		<link>http://ludusnovus.net/2011/08/15/why-so-few-violent-games/</link>
		<comments>http://ludusnovus.net/2011/08/15/why-so-few-violent-games/#comments</comments>
		<pubDate>Mon, 15 Aug 2011 22:33:46 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[emotions]]></category>
		<category><![CDATA[false narrativism]]></category>
		<category><![CDATA[romance]]></category>
		<category><![CDATA[violence]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1333</guid>
		<description><![CDATA[With as much time as game designers and critics think and write about the specifics of game interactions, it&#8217;s often useful to step back and look at the basics. Let&#8217;s ask a simple question: why are there so many video games dealing with social interaction and relationships, and so few that explore violence and action-oriented [...]]]></description>
			<content:encoded><![CDATA[<p>With as much time as game designers and critics think and write about the specifics of game interactions, it&#8217;s often useful to step back and look at the basics. Let&#8217;s ask a simple question: why are there so many video games dealing with social interaction and relationships, and so few that explore violence and action-oriented gameplay?</p>
<p>In some ways, it&#8217;s a historical aberration. If Gygax and Arneson had made some war-focused game instead of <i>Counts and Courtship</i>, or Will Crowther had decided to entertain his kids with his obscure caving hobby instead of an exploration of his childhood friendships, perhaps the focus of our games would be different. <i>Doom</i> wouldn&#8217;t have been an oddball niche title if there were a hundred other games at the time about shooting aliens with guns.</p>
<p>But I think there&#8217;s a more fundamental issue at work here: violence and action are really difficult to simulate, unlike simple relationships.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2011/08/15/why-so-few-violent-games/">Why So Few Violent Games?</a>...</p>
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		<slash:comments>22</slash:comments>
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		<item>
		<title>The Non-Interactive Stanley Parable</title>
		<link>http://ludusnovus.net/2011/08/05/the-non-interactive-stanley-parable/</link>
		<comments>http://ludusnovus.net/2011/08/05/the-non-interactive-stanley-parable/#comments</comments>
		<pubDate>Fri, 05 Aug 2011 20:40:16 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[interactivity]]></category>
		<category><![CDATA[mods]]></category>
		<category><![CDATA[wreden]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1321</guid>
		<description><![CDATA[The author of The Stanley Parable says that &#8220;it&#8217;s actually best if you don&#8217;t know anything about it before you play it.&#8221; And that&#8217;s probably true. So if you like, you can play it before continuing. While we&#8217;re waiting, a bit of background: The Stanley Parable is a game by Davey Wreden made in the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.moddb.com/mods/the-stanley-parable"><img src="http://ludusnovus.net/images/stanleyparable.jpg" class="leadimage" alt="A screenshot of two identical doors from The Stanley Parable" title="A screenshot of two identical doors from The Stanley Parable" /></a>The author of <a href="http://www.moddb.com/mods/the-stanley-parable"><i>The Stanley Parable</i></a> says that &#8220;it&#8217;s actually best if you don&#8217;t know anything about it before you play it.&#8221; And that&#8217;s probably true. So if you like, you can play it before continuing.</p>
<p>While we&#8217;re waiting, a bit of background: <i>The Stanley Parable</i> is a game by Davey Wreden made in the Source Engine. It requires some form of the Source 2007 engine to play, which you have if you own <i>Half-Life 2</i>.</p>
<p><i>The Stanley Parable</i>, for all its exploration of interactivity and choice and video games, isn&#8217;t actually interactive at all when you get right down to it. Yes, it has six endings and branching and all that. But as with <a href="http://ludusnovus.net/my-games/looming/">many</a> <a href="http://ludusnovus.net/my-games/the-majesty-of-colors/">games</a> with multiple endings, as soon as you tell the player that they exist, she wants to view them all. And especially with <i>Stanley</i>&#8216;s left-or-right, red-or-blue choice structure, trying out the choices exhaustively is trivial.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2011/08/05/the-non-interactive-stanley-parable/">The Non-Interactive Stanley Parable</a>...</p>
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		<title>PO(r)TA(l)T(w)O</title>
		<link>http://ludusnovus.net/2011/04/20/portaltwo/</link>
		<comments>http://ludusnovus.net/2011/04/20/portaltwo/#comments</comments>
		<pubDate>Wed, 20 Apr 2011 18:30:13 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[arg]]></category>
		<category><![CDATA[mechanics]]></category>
		<category><![CDATA[mistakes]]></category>
		<category><![CDATA[portal 2]]></category>
		<category><![CDATA[rules]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1265</guid>
		<description><![CDATA[Valve Software advertised their release of Portal 2 using an Alternate Reality Game, or ARG. A series of puzzles led to a game that encouraged players to play a set of indie games in order to release the game early. The players participated, and Portal 2 was released 10 hours early. A lot of people [...]]]></description>
			<content:encoded><![CDATA[<p>Valve Software advertised their release of <i>Portal 2</i> using an Alternate Reality Game, or ARG. A series of puzzles led to a game that encouraged players to play a set of indie games in order to release the game early. The players participated, and <i>Portal 2</i> was released 10 hours early.</p>
<p>A lot of people are upset about this.</p>
<p>At first I was really confused about how angry people were acting, even accounting for the <a href="http://www.penny-arcade.com/comic/2004/3/19/">Greater Internet Fuckwad Theory</a>. Valve had put together a cool set of puzzles, offered a bunch of indie games for cheap, and then actually gave players a real-world reward for playing. However, I&#8217;ve realized that the displeasure the ARG created is due to a classic problem in game design: miscommunication leading to false expectations.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2011/04/20/portaltwo/">PO(r)TA(l)T(w)O</a>...</p>
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		<title>Convergence</title>
		<link>http://ludusnovus.net/2011/04/18/convergence/</link>
		<comments>http://ludusnovus.net/2011/04/18/convergence/#comments</comments>
		<pubDate>Mon, 18 Apr 2011 15:29:16 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[cavanagh]]></category>
		<category><![CDATA[choice]]></category>
		<category><![CDATA[rohrer]]></category>
		<category><![CDATA[streetlight]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1261</guid>
		<description><![CDATA[I was recently linked to &#8220;Convergence,&#8221; the first game by a group called Streetlight Studios. It&#8217;s a Flash game about growing up and making choices; it could be described as a mix of &#8220;Passage,&#8221; &#8220;Pathways,&#8221; and &#8220;How to Raise a Dragon,&#8221; which is a pretty amazing combination. The game asks you to follow a character [...]]]></description>
			<content:encoded><![CDATA[<p>I was recently linked to &#8220;<a href="http://www.kongregate.com/games/Talon88/convergence">Convergence</a>,&#8221; the first game by a group called Streetlight Studios. It&#8217;s a Flash game about growing up and making choices; it could be described as a mix of &#8220;<a href="http://hcsoftware.sourceforge.net/passage/">Passage</a>,&#8221; &#8220;<a href="http://distractionware.com/blog/?p=650">Pathways</a>,&#8221; and &#8220;<a href="http://ludusnovus.net/my-games/how-to-raise-a-dragon/">How to Raise a Dragon</a>,&#8221; which is a pretty amazing combination.</p>
<p>The game asks you to follow a character from infancy to old age, making choices along the way. Infancy makes you crawl around your house as a baby getting toys before your sibling, in an odd exploration platformy way. Adulthood has you balancing love and work; I&#8217;m glad that they didn&#8217;t make this drag on too long. Shades of &#8220;<a href="http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html">Every Day the Same Dream</a>&#8221; here. Old age, at least in the ending I got, was more of a little vignette to cap off the choices made in the rest of the game.</p>
<p>Looking up at my description, this game sounds like a mixing-together of various art games, and it&#8217;s definitely inspired by the work others have done before, but the polish and design in &#8220;Convergence&#8221; makes it feel fresh. Definitely something to check out for fans of blocky pixel games about life and choices.</p>
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		<title>Ossuary Status: Steady, Sinful</title>
		<link>http://ludusnovus.net/2011/03/24/ossuary-status-steady-sinful/</link>
		<comments>http://ludusnovus.net/2011/03/24/ossuary-status-steady-sinful/#comments</comments>
		<pubDate>Thu, 24 Mar 2011 15:07:07 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[content]]></category>
		<category><![CDATA[devblog]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[ossuary]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1236</guid>
		<description><![CDATA[Early in March, I previewed my next game, &#8220;Ossuary.&#8221; It&#8217;s coming along nicely, although the screenshots are still rather boring. I&#8217;m focusing on getting the puzzles together before fleshing out the art and writing. I&#8217;ve got a whole lot of content in already, though. Some numbers: 15 puzzles done out of a projected 30 49 [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/ossuaryPreview2.png" class="leadimage" alt="a preview screenshot from Ossuary showing some stylized people standing around in a dim museum" />Early in March, I <a href="http://ludusnovus.net/2011/03/08/joining-the-knights-of-the-five-sided-temple/">previewed</a> my next game, &#8220;Ossuary.&#8221; It&#8217;s coming along nicely, although the screenshots are still rather boring. I&#8217;m focusing on getting the puzzles together before fleshing out the art and writing. I&#8217;ve got a whole lot of content in already, though. Some numbers:</p>
<ul>
<li>15 puzzles done out of a projected 30</li>
<li>49 <abbr title="Non-Player Characters">NPCs</abbr>; the final game may have over 75</li>
<li>248 lines of dialogue out of perhaps 400 or more</li>
</ul>
<p>This is sort of what I was talking about a month and a half ago with respect to <a href="http://ludusnovus.net/2011/02/07/the-cost-of-content/">the cost of content</a>. I&#8217;ve done very little in-depth programming on this game. Most of the time has been spent writing dialogue and hooking up the logic between the various NPCs. To be sure, this is still coding, and it can be interesting and tricky, but it feels a bit daunting. </p>
<p>&#8220;Ossuary&#8221; has no procedural content, so every minute of playtime the player experiences is the result of ten or thirty or sixty minutes of my development time. There&#8217;s a concept in film called cutting ratio that measures how much footage is filmed compared to how much ends up in the final movie. A cutting ratio of ten-to-one is perfectly acceptable. In game development, even if you never discard any code, there&#8217;s still an incredible concentration of developer time into player time.</p>
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		<title>The Fall of Stronghold</title>
		<link>http://ludusnovus.net/2011/03/21/the-fall-of-stronghold/</link>
		<comments>http://ludusnovus.net/2011/03/21/the-fall-of-stronghold/#comments</comments>
		<pubDate>Mon, 21 Mar 2011 21:09:22 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[cutscenes]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[tabletop rpgs]]></category>
		<category><![CDATA[urgo]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1227</guid>
		<description><![CDATA[In tabletop roleplaying games, it&#8217;s often tough to provide backstory and broader setting information to the players. Reciting a summary or printing handouts is seldom effective; even if players pay attention, they&#8217;re less likely to remember events in which they did not participate. In the Dungeons &#038; Dragons Fourth Edition campaign I&#8217;m currently running, I [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/fallofstronghold.jpg" class="leadimage" alt="An image of an unfinished RPG terrain board with some miniatures, walls, and craft tools" />In tabletop roleplaying games, it&#8217;s often tough to provide backstory and broader setting information to the players. Reciting a summary or printing handouts is seldom effective; even if players pay attention, they&#8217;re less likely to remember events in which they did not participate. In the <i>Dungeons &#038; Dragons</i> Fourth Edition campaign I&#8217;m currently running, I ran into this problem, and addressed it with the <a href="http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques">Cutscene technique</a>.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2011/03/21/the-fall-of-stronghold/">The Fall of Stronghold</a>...</p>
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		<title>Joining the Knights of the Five-Sided Temple</title>
		<link>http://ludusnovus.net/2011/03/08/joining-the-knights-of-the-five-sided-temple/</link>
		<comments>http://ludusnovus.net/2011/03/08/joining-the-knights-of-the-five-sided-temple/#comments</comments>
		<pubDate>Tue, 08 Mar 2011 15:25:19 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[feedback]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[ossuary]]></category>
		<category><![CDATA[previews]]></category>
		<category><![CDATA[walkthroughs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1208</guid>
		<description><![CDATA[A fragment from an imaginary walkthrough to my current work-in-progress, &#8220;Ossuary:&#8221; 2. Fortitude 2.1: Joining the Knights of the Five-Sided Temple In order to gain access to the temple, you will need to get past the outer gate. Speak to the outer gatekeeper and tell him you are a FRIEND. He will let you through. [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/ossuaryPreview1.png" title="A preview shot from Ossuary" class="leadimage" />A fragment from an imaginary walkthrough to my current work-in-progress, &#8220;Ossuary:&#8221;</p>
<blockquote><h3>2. Fortitude</h3>
<h4>2.1: Joining the Knights of the Five-Sided Temple</h4>
<p>In order to gain access to the temple, you will need to get past the outer gate. Speak to the outer gatekeeper and tell him you are a FRIEND. He will let you through.</p>
<p>Speak to the Recruitment Officer in the western tower and ask him about himself (&#8220;ABOUT YOU&#8221;). He will mention that he doesn&#8217;t want to be greedy about getting a better position. Sounds like a way in, but we&#8217;re not yet corrupted by Greed.</p>
<p>Speak to the inner gatekeeper. He doesn&#8217;t want to let you in, but it sounds like he&#8217;s a bit overworked. Corrupt him with the sin of Sloth. He&#8217;ll sit down to rest and let you in.</p>
<p>Speak to the Lieutenant on the west side of the keep. He&#8217;ll say he&#8217;s happy, but keep asking him &#8220;REALLY?&#8221; until he confesses that he wants the commander&#8217;s position. You&#8217;re now corrupted with the sin of Greed. Go back to the Recruitment Officer and corrupt him with Greed. He&#8217;ll admit that he&#8217;s always wanted to be a drill sergeant, and ask you to speak with the commander on his behalf.</p>
<p>The commander is in the center of the south wall of the keep. Talk to him about the RECRUITER, and he&#8217;ll ask that you check with the Temple Clerk about the recruiter&#8217;s experience. Go to the Temple Clerk and talk to him. He sure doesn&#8217;t seem to appreciate the effort that the Recruitment Officer puts in! If only you had a sin that made people understand the viewpoints of others.</p>
<p>Corrupt the Temple Clerk with the sin of Envy. He&#8217;ll admit that he&#8217;s envious of the Recruitment Officer&#8217;s experience in his job, and that he deserves a promotion. Inform the Commander, who will ask you to inform the Recruitment Officer. Return to him, and he&#8217;ll enlist you as his final act in his old job.</p></blockquote>
<p>What do you think? Too convoluted? Not convoluted enough? Any suggestions?</p>
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		<title>Welcoming the Player to the Game Space</title>
		<link>http://ludusnovus.net/2011/03/06/welcoming-the-player-to-the-game-space/</link>
		<comments>http://ludusnovus.net/2011/03/06/welcoming-the-player-to-the-game-space/#comments</comments>
		<pubDate>Sun, 06 Mar 2011 22:42:25 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[criterion]]></category>
		<category><![CDATA[cutscenes]]></category>
		<category><![CDATA[escapism]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[menus]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[remedy]]></category>
		<category><![CDATA[style]]></category>
		<category><![CDATA[telltale]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1199</guid>
		<description><![CDATA[For many of us, games occupy a special space. We play games to escape, or be entertained, or to feel things that are hard to get from everyday life: terror, brain-bending challenge, or victory over an opponent. Because games represent a different world, it can enhance our experience to emphasize that separation. Some gamers have [...]]]></description>
			<content:encoded><![CDATA[<p>For many of us, games occupy a special space. We play games to escape, or be entertained, or to feel things that are hard to get from everyday life: terror, brain-bending challenge, or victory over an opponent. Because games represent a different world, it can enhance our experience to emphasize that separation. Some gamers have a special spot in the living room where they game, or a pair of headphones that only get used for games. Maybe you turn off the lights, or have a certain dice bag that represents the transition into the gaming space.</p>
<h3>Burnout Paradise</h3>
<p>Recently, I&#8217;ve resumed playing Criterion Games&#8217;s <i>Burnout Paradise</i>, an open-world car stunt and racing game. When you start a game of <i>Burnout Paradise</i>, you&#8217;re greeted at the pre-menu loading screen with the opening bars of Guns N&#8217; Roses&#8217;s song &#8220;Paradise City.&#8221; This song plays through the menu experience, and continues to play even when you start the game. The song always plays once when you start, and then the game&#8217;s background music proceeds to whatever selection it&#8217;s picking from. </p>
<p>&#8220;Paradise City&#8221; serves as a theme song, marking the transition from the &#8220;real world&#8221; to &#8220;game space.&#8221; Because you hear the song every time you play, it serves as an almost Pavlovian trigger. The song becomes associated with the fun and the action of the game, so it helps to put you in the mood for the game as soon as you start it up.</p>
<h3>Alan Wake</h3>
<p>Remedy Entertainment&#8217;s <i>Alan Wake</i> has a structure that also lends itself to a transition into the game space. Instead of levels or sections, <i>Alan Wake</i> is divided into &#8220;episodes.&#8221; Each episode ends with a large &#8220;end of episode&#8221; message, a credits song, and usually a cliffhanger. The next episode then starts with a &#8220;last time on <i>Alan Wake</i>&#8221; montage, reviewing the story so far. This helps keep the player up-to-date on the (somewhat convoluted) plot and helps to break up the game.</p>
<p>This technique would be even more effective if it were incorporated into the game&#8217;s start-up experience. When an episode ends, it presents a natural stopping point, but the player is instead sent directly into the next episode. Instead, the developers should have returned the player to the main menu, to view the new episode-related main menu background and manually start the next episode. This way, the end of an episode would encourage the player to transition back to the real world, and it would be more natural to resume the game before the review montage instead of just afterward.</p>
<h3>Tales of Monkey Island</h3>
<p>It would be especially effective if <i>Alan Wake</i> dynamically generated a review montage every time the game started, showing the current episode&#8217;s intro and then short clips of what had been accomplished so far. Telltale Games&#8217;s <i>Tales of Monkey Island</i> episodic game series does this in text form; the game greets you with a short review of the story so far to welcome you to the game experience. With <i>Alan Wake</i>&#8216;s greater development time and budget, it could have contained a video form of the same idea.</p>
<p>Too often, games make the start-up process and menu system an afterthought. While a game might be stylistically excellent, the initial user experience is frequently marred by long unskippable sponsor logos or simple, dull menus. It can be jarring to move from a spartan main menu into a rich game world. Instead, games should take a lesson from <i>Burnout Paradise</i>, <i>Tales of Monkey Island</i>, and <i>Alan Wake</i>: welcome the player into the game space from the moment the application starts, and make the menu experience one that facilitates the transition into the world of the game.</p>
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		<title>Playing With My Food</title>
		<link>http://ludusnovus.net/2011/02/23/playing-with-my-food/</link>
		<comments>http://ludusnovus.net/2011/02/23/playing-with-my-food/#comments</comments>
		<pubDate>Wed, 23 Feb 2011 05:23:03 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[exploration]]></category>
		<category><![CDATA[food]]></category>
		<category><![CDATA[optimization]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1161</guid>
		<description><![CDATA[I played one of my favorite games today: grocery shopping. I am a geek: a person inclined to get excited over the minutia of a topic or topics. One of the ways I manifest this is by being a foodie. I enjoy the history, science, and craft of food preparation and consumption. Food has more [...]]]></description>
			<content:encoded><![CDATA[<p>I played one of my favorite games today: grocery shopping.</p>
<p>I am a <a href="http://en.wikipedia.org/wiki/Geek">geek</a>: a person inclined to get excited over the minutia of a topic or topics.  One of the ways I manifest this is by being a <a href="http://en.wikipedia.org/wiki/Foodie">foodie</a>.  I enjoy the history, science, and craft of food preparation and consumption.  Food has more in common with games than one might think.  In fact, everything about food can be appreciated in the same way as a game.</p>
<p>The first-world way we approach food fundamentally a luxury.  We need to eat, but our basic needs can be taken care of by any number of inexpensive and simple foods.  The countless choices available at a grocery store and the multitude of preparations are frivolous from the perspective of our pre-technological ancestors or even from the perspective of a less-well-off third- or second-world citizen.</p>
<p>That means that my grocery experience was only a short hop away from being a game.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2011/02/23/playing-with-my-food/">Playing With My Food</a>...</p>
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		<slash:comments>6</slash:comments>
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		<title>Fine-Tuned: Being Troy Sterling</title>
		<link>http://ludusnovus.net/2011/02/18/fine-tuned-being-troy-sterling/</link>
		<comments>http://ludusnovus.net/2011/02/18/fine-tuned-being-troy-sterling/#comments</comments>
		<pubDate>Sat, 19 Feb 2011 01:50:48 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[if]]></category>
		<category><![CDATA[jerz]]></category>
		<category><![CDATA[points]]></category>
		<category><![CDATA[story]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1173</guid>
		<description><![CDATA[I&#8217;ve just gotten around to playing &#8220;Fine-Tuned,&#8221; a 2001 work of interactive fiction by Dennis Jerz. It&#8217;s a fun piece about a 1920s dandy with an automobile and an opera singer given a strange job. I&#8217;m about halfway through, and the game reportedly ends in a cliffhanger (which is disappointing), but so far I&#8217;m impressed [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve just gotten around to playing &#8220;<a href="http://ifdb.tads.org/viewgame?id=39pi00x5dls5z2l2">Fine-Tuned</a>,&#8221; a 2001 work of interactive fiction by <a href="http://jerz.setonhill.edu/">Dennis Jerz</a>.  It&#8217;s a fun piece about a 1920s dandy with an automobile and an opera singer given a strange job.  I&#8217;m about halfway through, and the game reportedly ends in a cliffhanger (which is disappointing), but so far I&#8217;m impressed at how excellently the game puts me into the heads of its characters.</p>
<p>I&#8217;ve had a shift in my gaming tastes over the years.  There was a time when I most wanted <em>story</em> from my games; that is to say, a narrative, an interesting series of events that needed not be too interactive.  These days, however, I&#8217;m most interested in character and setting; I want to be an interesting person and/or explore an interesting world.  Oh, I still want a good story, but it&#8217;s now third on my list of priorities instead of first.</p>
<p>&#8220;Fine-Tuned&#8221; does an amazing job of letting you roleplay its characters.  Miss Melody Sweet, the opera singer, is proper and polite yet independent and practical, and playing her is a pleasant joy.  However, it&#8217;s Troy Sterling, a daredevil-for-hire(-in-training) and all-around likeable guy, who steals the show.  There&#8217;s an early sequence where Sterling, controlled by the player, drives to town, pausing only to clean up litter, rescue a baby bird, and wave to a passerby.  It&#8217;s a joy playing the cheery and friendly Sterling.  Read along in this edited transcript:<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2011/02/18/fine-tuned-being-troy-sterling/">Fine-Tuned: Being Troy Sterling</a>...</p>
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		<title>The Cost of Content</title>
		<link>http://ludusnovus.net/2011/02/07/the-cost-of-content/</link>
		<comments>http://ludusnovus.net/2011/02/07/the-cost-of-content/#comments</comments>
		<pubDate>Tue, 08 Feb 2011 04:05:01 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[beneath]]></category>
		<category><![CDATA[futurism]]></category>
		<category><![CDATA[level design]]></category>
		<category><![CDATA[procedural generation]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1153</guid>
		<description><![CDATA[The most expensive part of game development is content production. This is a bit unintuitive: if you look at a game like Kirby&#8217;s Epic Yarn, you immediately see the cool graphical style, the fun game mechanics, and the well-polished charm. The clear advancements Starcraft II made over the first game are its increased graphical fidelity [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/beneatheditorshot.png" class="leadimage" />The most expensive part of game development is content production.  This is a bit unintuitive: if you look at a game like <i>Kirby&#8217;s Epic Yarn,</i> you immediately see the cool graphical style, the fun game mechanics, and the well-polished charm.  The clear advancements <i>Starcraft II</i> made over the first game are its increased graphical fidelity and its modified gameplay elements.  The levels are just where the game happens; they&#8217;re rarely the interesting part.  However, I&#8217;d bet you that more <a href="http://en.wikipedia.org/wiki/Man-hour">person-hours</a> were spent making those levels than on any other single aspect of the game.  This is a big part of the appeal of procedural content.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2011/02/07/the-cost-of-content/">The Cost of Content</a>...</p>
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		<title>The Myth of Hardcore</title>
		<link>http://ludusnovus.net/2010/12/31/the-myth-of-hardcore/</link>
		<comments>http://ludusnovus.net/2010/12/31/the-myth-of-hardcore/#comments</comments>
		<pubDate>Fri, 31 Dec 2010 19:07:12 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[difficulty]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[hardcore]]></category>
		<category><![CDATA[history]]></category>
		<category><![CDATA[learning]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1119</guid>
		<description><![CDATA[The title of &#8220;hardcore gamer&#8221; is not an identity; it is a temporary state of being. Many people start playing video games, and some of them keep playing more and more of them until they develop skills and tastes that place them into the &#8220;hardcore&#8221; category. Hardcore gamers stay hardcore for years or decades, and [...]]]></description>
			<content:encoded><![CDATA[<p>The title of &#8220;hardcore gamer&#8221; is not an identity; it is a temporary state of being.  Many people start playing video games, and some of them keep playing more and more of them until they develop skills and tastes that place them into the &#8220;hardcore&#8221; category.  Hardcore gamers stay hardcore for years or decades, and then their reflexes fade or their interests shift and they find themselves enjoying different things.</p>
<p>There&#8217;s this mistaken feeling among players who self-identify as &#8220;hardcore&#8221; that they&#8217;ve been left behind, that there&#8217;s this shift in the culture of development that has abandoned them.  This is mostly nonsense.  It&#8217;s true that for about a decade, most every game was made for a hardcore player&#8230; but that decade was the worst one in the history of video game design.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/12/31/the-myth-of-hardcore/">The Myth of Hardcore</a>...</p>
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		<title>The Player in Oblivion</title>
		<link>http://ludusnovus.net/2010/12/28/the-player-in-oblivion/</link>
		<comments>http://ludusnovus.net/2010/12/28/the-player-in-oblivion/#comments</comments>
		<pubDate>Wed, 29 Dec 2010 00:57:19 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[bethesda]]></category>
		<category><![CDATA[bugs]]></category>
		<category><![CDATA[crpgs]]></category>
		<category><![CDATA[morrowind]]></category>
		<category><![CDATA[oblivion]]></category>
		<category><![CDATA[player experience]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1115</guid>
		<description><![CDATA[Many game designers are so enamored with their game that they neglect the player. I&#8217;ve been sick for the past week or two, so I&#8217;ve been getting very little done and pursuing rather escapist past-times. One of the unhealthier things I&#8217;ve done is play a lot of Bethesda Game Studios&#8217; Oblivion. A whole lot of [...]]]></description>
			<content:encoded><![CDATA[<p>Many game designers are so enamored with their <em>game</em> that they neglect the <em>player</em>.</p>
<p>I&#8217;ve been sick for the past week or two, so I&#8217;ve been getting very little done and pursuing rather escapist past-times.  One of the unhealthier things I&#8217;ve done is play a lot of Bethesda Game Studios&#8217; <i>Oblivion</i>.  A <em>whole lot</em> of it.  Steam says I&#8217;ve put in 39.3 hours, and I&#8217;ve only been playing for four or five days.  </p>
<p>It&#8217;s an escapist game that appeals to my urges for exploration, completion, and optimization, even if I feel the need to patch the hell out of it.  I&#8217;ve got 39 mods installed for it, all graphical upgrades, bug fixes, or interface tweaks.  People no longer look like corpses and most of the bugs are fixed, making the game quite playable.</p>
<p>As much as I clearly enjoy the game, it suffers from a fatal flaw: the developers sacrificed user experience in their pursuit of their game system.  <i>Oblivion</i> has an elaborate, interesting setting and backstory, an impressively large and detailed world, and a complex set of mechanics.  But it&#8217;s all a lot less <em>fun</em> than it should be.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/12/28/the-player-in-oblivion/">The Player in Oblivion</a>...</p>
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		<slash:comments>26</slash:comments>
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		<title>The Obsolescence of Lives</title>
		<link>http://ludusnovus.net/2010/12/22/the-obsolescence-of-lives/</link>
		<comments>http://ludusnovus.net/2010/12/22/the-obsolescence-of-lives/#comments</comments>
		<pubDate>Thu, 23 Dec 2010 04:37:59 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[challenge]]></category>
		<category><![CDATA[difficulty]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[lives]]></category>
		<category><![CDATA[punishment]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1110</guid>
		<description><![CDATA[I twitted that &#8220;restarting a long multi-screen level on death&#8221; and &#8220;limited lives&#8221; are examples of retro mechanics that should stay dead. I thought that I would expand a bit on what I meant. In part, this is a corollary to my past writings on challenge and punishment. In my definition, challenge is when a [...]]]></description>
			<content:encoded><![CDATA[<p>I <a href="https://twitter.com/#!/GregoryWeir/status/17767043289845760">twitted</a> that &#8220;restarting a long multi-screen level on death&#8221; and &#8220;limited lives&#8221; are examples of retro mechanics that should stay dead.  I thought that I would expand a bit on what I meant.</p>
<p>In part, this is a corollary to my <a href="http://www.gamesetwatch.com/2009/02/column_the_interactive_palette_7.php">past writings</a> on challenge and punishment.  In my definition, challenge is when a task is difficult to accomplish because it requires a high amount of skill, ability, or experience.  Punishment is when failing a task imposes a burden on the player, usually in the form of lost time.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/12/22/the-obsolescence-of-lives/">The Obsolescence of Lives</a>...</p>
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		<slash:comments>33</slash:comments>
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		<title>Eidos and Monaco</title>
		<link>http://ludusnovus.net/2010/12/07/eidos-and-monaco/</link>
		<comments>http://ludusnovus.net/2010/12/07/eidos-and-monaco/#comments</comments>
		<pubDate>Wed, 08 Dec 2010 04:03:18 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[wip]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1101</guid>
		<description><![CDATA[&#8220;The most unsettling thing about it,&#8221; said Monaco, &#8220;is that if you have Eidos simulate our own world, it means it&#8217;s simulating another Eidos. It doesn&#8217;t take much thought to realize that there is an endless chain of nearly-identical Eidos-frames, stretching into infinity. The chances that we are in the original, &#8216;real&#8217; frame are infinitesimal. [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>&#8220;The most unsettling thing about it,&#8221; said Monaco, &#8220;is that if you have Eidos simulate our own world, it means it&#8217;s simulating another Eidos.  It doesn&#8217;t take much thought to realize that there is an endless chain of nearly-identical Eidos-frames, stretching into infinity.  The chances that we are in the original, &#8216;real&#8217; frame are infinitesimal.  We have simulated ourselves into fictionality.&#8221;</p></blockquote>
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		<title>Saving Professor Booster: Choice and Agency in Cave Story</title>
		<link>http://ludusnovus.net/2010/10/21/saving-professor-booster-choice-and-agency-in-cave-story/</link>
		<comments>http://ludusnovus.net/2010/10/21/saving-professor-booster-choice-and-agency-in-cave-story/#comments</comments>
		<pubDate>Thu, 21 Oct 2010 19:44:44 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[cave story]]></category>
		<category><![CDATA[choice]]></category>
		<category><![CDATA[information]]></category>
		<category><![CDATA[pixel]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1077</guid>
		<description><![CDATA[Cave Story is a classic of the indie games movement. It single-handedly showed many people that a single developer could make a game with dated graphics that was as good as AAA commercial games. This was already clear to some, but Cave Story&#8216;s prominence means that it has heavily inspired much of the work done [...]]]></description>
			<content:encoded><![CDATA[<p><i>Cave Story</i> is a classic of the indie games movement.  It single-handedly showed many people that a single developer could make a game with dated graphics that was as good as AAA commercial games.  This was already clear to some, but <i>Cave Story</i>&#8216;s prominence means that it has heavily inspired much of the work done by the modern indie games culture.  There are a lot of things that <i>Cave Story</i> does well; its handling of mood and narrative structure are great, as well as its balancing of humor and pathos.  One thing it does badly at, however, is providing the player with effective choice and agency.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/10/21/saving-professor-booster-choice-and-agency-in-cave-story/">Saving Professor Booster: Choice and Agency in Cave Story</a>...</p>
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		<title>Bizarre Variable Naming Issue With iPhone Packager for Flash</title>
		<link>http://ludusnovus.net/2010/10/18/bizarre-variable-naming-issue-with-iphone-packager-for-flash/</link>
		<comments>http://ludusnovus.net/2010/10/18/bizarre-variable-naming-issue-with-iphone-packager-for-flash/#comments</comments>
		<pubDate>Mon, 18 Oct 2010 17:43:50 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[air]]></category>
		<category><![CDATA[bugs]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[frustration]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[rants]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1065</guid>
		<description><![CDATA[I posted the other night about my difficulties with Adobe&#8217;s iPhone packager for Flash, the program that lets you convert a Flash app into an iPhone app. I&#8217;ve managed to track down at least one of the issues that&#8217;s been eluding me, but it&#8217;s a doozy. If I name an embedded bitmap resource &#8220;sprBatteries,&#8221; the [...]]]></description>
			<content:encoded><![CDATA[<p>I <a href="http://ludusnovus.net/2010/10/16/flash-to-iphone-struggles/">posted the other night</a> about my difficulties with Adobe&#8217;s iPhone packager for Flash, the program that lets you convert a Flash app into an iPhone app.  I&#8217;ve managed to track down at least one of the issues that&#8217;s been eluding me, but it&#8217;s a doozy.</p>
<p>If I name an embedded bitmap resource &#8220;sprBatteries,&#8221; the app hangs at startup on the iPhone.</p>
<p>I can name it &#8220;sprDryCells&#8221; or &#8220;sprBatteriesX,&#8221; and it works fine.  I can replace the resource PNG with a PNG I know works elsewhere, but if I name it &#8220;sprBatteries,&#8221; the app hangs.  The app runs fine on my desktop.  I believe (although I haven&#8217;t done systematic testing to confirm) that it works on the iPhone if I compile it as a simple AS3 app using the Flex compiler instead of compiling it as an AIR app.  The resource variable name doesn&#8217;t collide with any others in the project.</p>
<p>If you&#8217;re not a programmer, let me explain that this behavior is <em>bizarre</em>.  Variable names are totally arbitrary.  As long as you don&#8217;t use any prohibited characters, you can name a variable anything you want.  A college friend of mine liked to call his loop iterators &#8220;taco.&#8221;  Many languages/compilers won&#8217;t even bother remembering the variable names once the source code is turned into a program.  Flash happens to record theirs in the compiled SWF for various reasons, but there&#8217;s no sensible reason why &#8220;sprBatteries&#8221; should be treated differently than &#8220;sprBatteriesX.&#8221;</p>
<p>I give up on AIR for iPhone unless someone can get me a solution.  I&#8217;ll see if I can get this running in simple AS3 without any hardware APIs, but it&#8217;s unlikely that my final product will contain any accelerometer input (for example).  This is frustrating, and I&#8217;ve spend a total of over 12 hours fighting with this thing.  Adobe hasn&#8217;t represented this as a finished product, and rightfully so.  In its current form (and assuming I haven&#8217;t overlooked something simple), the Packager for iPhone is not ready for use in serious AIR development.</p>
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		<title>Flash to iPhone Struggles</title>
		<link>http://ludusnovus.net/2010/10/16/flash-to-iphone-struggles/</link>
		<comments>http://ludusnovus.net/2010/10/16/flash-to-iphone-struggles/#comments</comments>
		<pubDate>Sun, 17 Oct 2010 03:51:19 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[air]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[debugging]]></category>
		<category><![CDATA[fdb]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[programming]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1059</guid>
		<description><![CDATA[Adobe recently resurrected their Packager for iPhone, which takes a Flash or Air program and turns it into an iPhone app. I&#8217;ve been trying it out by converting an old game of mine. I&#8217;ve made progress, but I&#8217;ve had some struggles. Read the rest of Flash to iPhone Struggles...]]></description>
			<content:encoded><![CDATA[<p>Adobe recently resurrected their <a href="http://labs.adobe.com/technologies/packagerforiphone/">Packager for iPhone</a>, which takes a Flash or Air program and turns it into an iPhone app.  I&#8217;ve been trying it out by converting an old game of mine.  I&#8217;ve made progress, but I&#8217;ve had some struggles.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/10/16/flash-to-iphone-struggles/">Flash to iPhone Struggles</a>...</p>
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		<title>The Nature of a Masterpiece</title>
		<link>http://ludusnovus.net/2010/09/21/the-nature-of-a-masterpiece/</link>
		<comments>http://ludusnovus.net/2010/09/21/the-nature-of-a-masterpiece/#comments</comments>
		<pubDate>Tue, 21 Sep 2010 17:17:16 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1039</guid>
		<description><![CDATA[These days, we use the word &#8220;masterpiece&#8221; to mean &#8220;a work that could only be created by a master.&#8221; Any especially good painting, game, or poem could be called a masterpiece. Originally, though, the term had a very specific meaning: a masterpiece was the work created by a craftsperson to demonstrate that she was now [...]]]></description>
			<content:encoded><![CDATA[<p>These days, we use the word &#8220;masterpiece&#8221; to mean &#8220;a work that could only be created by a master.&#8221;  Any especially good painting, game, or poem could be called a masterpiece.  Originally, though, the term had a very specific meaning: a masterpiece was the work created by a craftsperson to demonstrate that she was now a master of the craft.</p>
<p>The craft guild educational system started with apprentices.  Apprentices worked for and learned from a master.  When they were finally able to earn money on their own, they usually became journeymen: craftsfolk who worked and produced good products, but weren&#8217;t officially recognized as experts.  In order for the guild to recognize a craftperson as a master, she would need to make a masterpiece: a work that demonstrates her skill.</p>
<p>It&#8217;s interesting looking at this concept in the context of game development.  <a href="http://www.distractionware.com/">Terry Cavanagh</a>&#8216;s masterpiece is <i><a href="http://thelettervsixtim.es/">VVVVVV</a></i>.  His work beforehand was excellent, but <i>6V</i> demonstrated that he had a mastery of every aspect of the craft: challenge, story, managing the player&#8217;s feelings, and creating a unified feel.  The concept is a little awkward to apply to teams, but it can be done; <i>Ico</i> was an excellent game, but it&#8217;s only with <i>Shadow of the Colossus</i> that Team Ico created a masterpiece.</p>
<p>The way I see it, a masterpiece must be perfect.  I don&#8217;t mean that it must be without flaw, but it needs to be complete in every way.  If there is a big piece missing, or if the work is not expansive enough to fully demonstrate mastery of the form, then it can&#8217;t be considered a masterpiece.  Masterpieces are dissertations, theses, graduation projects: they are evidence of the creator&#8217;s skill and control over the totality of the craft.</p>
<p>It&#8217;s fun to play a game to decide on masterpieces for various creators.  Frictional Games have <i><a href="http://www.amnesiagame.com/">Amnesia: The Dark Descent</a></i>.  Jonas Kyratzes has <i><a href="http://www.jonas-kyratzes.net/games/phenomenon-32/">Phenomenon 32</a></i>, a great example of a perfect masterpiece that still has flaws.  Valve has <i>Half-Life 2</i>&#8230; or maybe one of the episodes?  Or maybe some other game entirely, depending on your opinion.  Personally, I don&#8217;t think <a href="http://www.auntiepixelante.com/">Anna &#8220;Auntie Pixelante&#8221; Anthropy</a> has made her masterpiece yet, although <i><a href="http://www.newgrounds.com/portal/view/529992">REDDER</a></i> comes close.</p>
<p>As for me, I know I haven&#8217;t produced a masterpiece yet.  I&#8217;m still a journeyman.  I have been thinking lately about what I could do for a masterpiece, though.  I&#8217;ve got one tempting idea involving survival in a warzone without weapons.</p>
<p>Do you disagree with any of my choices for masterpieces?  Do you want to suggest candidates for other creators?  Please comment with your ideas.</p>
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		<slash:comments>16</slash:comments>
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		<title>Fundraising</title>
		<link>http://ludusnovus.net/2010/08/17/fundraising/</link>
		<comments>http://ludusnovus.net/2010/08/17/fundraising/#comments</comments>
		<pubDate>Wed, 18 Aug 2010 03:59:28 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1027</guid>
		<description><![CDATA[I&#8217;m thinking of doing something to bring in a bit of extra money, as things are a bit tight at the moment. One option is to sell a CD-ROM printed-on-demand containing all of my already-released games. My sponsorship agreements would allow me to do so if the games were &#8220;site-locked&#8221; to only run on a [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m thinking of doing something to bring in a bit of extra money, as things are a bit tight at the moment.  One option is to sell a CD-ROM printed-on-demand containing all of my already-released games.  My sponsorship agreements would allow me to do so if the games were &#8220;site-locked&#8221; to only run on a player&#8217;s own computer.  I&#8217;d also make the games ad-free, of course.  I could possibly offer source code, although I&#8217;d have to do something to protect my sponsors&#8217; investment; the first thing that comes to mind would be including source code but no assets, so that the games could be examined but not easily compiled.  </p>
<p>I could also do the same thing, but not on a physical CD; buyers would just get a DRM-free download containing the games.</p>
<p>Would any of the visitors to this blog be interested in some sort of merchandise along these lines?  Any special requests or suggestions?  Any ideas as to an appropriate price point?</p>
<p>[EDIT: Trythil raised a question in the comments that I should address.  Games wouldn't be locked to a specific computer; they would just be prohibited from being hosted online.  Specifically, some of my sponsorship agreements require advertising to be included in any widely-distributed version, and I don't want to force paying users to watch ads.  I also should have said that I'd personally like to make sure ad-free versions don't get hosted on portals, as that would mean I wouldn't make money off of it.  Whether you consider this "DRM" is up to you; it probably technically falls under the definition of the word.  However, the package would contain no digital restrictions on copying or distribution, which is what most people think of when they say "DRM."  This release would not be offered under a CC or otherwise copyleft license, so ethical restrictions would still apply to certain kinds of copying.  I don't believe in enforcing those restrictions, though.] </p>
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		<title>Cardstock Dungeons</title>
		<link>http://ludusnovus.net/2010/07/23/cardstock-dungeons/</link>
		<comments>http://ludusnovus.net/2010/07/23/cardstock-dungeons/#comments</comments>
		<pubDate>Sat, 24 Jul 2010 03:16:45 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1015</guid>
		<description><![CDATA[I play in and run tabletop RPGs. For many games, like White Wolf&#8217;s World of Darkness series, all you need for supplies is paper, pencils, and some dice. However, some games call for a more elaborate setup. Since at least its third edition, Dungeons and Dragons, the perennial mainstay of the form, has pretty much [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/cardstock1.jpg" class="leadimage" /><br />
I play in and run tabletop <abbr title="roleplaying games">RPGs</abbr>.  For many games, like White Wolf&#8217;s World of Darkness series, all you need for supplies is paper, pencils, and some dice.  However, some games call for a more elaborate setup.  Since at least its third edition, <i>Dungeons and Dragons</i>, the perennial mainstay of the form, has pretty much required some sort of gridded surface and tokens for use in battle.  The combat system depends on knowing how many squares (inches) away two combatants are, and many rules deal with the exact position of characters as compared to enemies and scenery.  For years, I&#8217;ve used a <a href="http://chessex.com/mats/Battlemats_&#038;_Megamats2nds.htm">slightly-misaligned Chessex battlemat</a> and wet-erase markers for the surface and environment layout, with simple wooden disc-shaped tokens labeled in tape for combatants.  Lately, however, I&#8217;ve found myself yearning for a more visually evocative battlescape, and I think I&#8217;ve found it in the form of <a href="http://www.fatdragongames.com/fdg_3Dfan.html">Fat Dragon Games&#8217;s 3D cardstock terrain</a>.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/07/23/cardstock-dungeons/">Cardstock Dungeons</a>...</p>
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		<slash:comments>2</slash:comments>
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		<title>Looming Released</title>
		<link>http://ludusnovus.net/2010/07/05/looming-released/</link>
		<comments>http://ludusnovus.net/2010/07/05/looming-released/#comments</comments>
		<pubDate>Mon, 05 Jul 2010 20:01:31 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Games Releases]]></category>
		<category><![CDATA[game releases]]></category>
		<category><![CDATA[looming]]></category>
		<category><![CDATA[my games]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=987</guid>
		<description><![CDATA[My latest game, Looming, is up at Newgrounds. Looming is a game about&#8230; well. This game is about two lovers named January and September. No, wait; it&#8217;s about a group of people who don&#8217;t believe in the sky. No, it&#8217;s about a pantheon of scientific disciplines. Or maybe it&#8217;s about an ancient beast who knew [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.newgrounds.com/portal/view/541333"><img src="http://ludusnovus.net/images/looming200x200.png" class="leadimage" /></a>My latest game, <i>Looming</i>, is up at Newgrounds.  <i>Looming</i> is a game about&#8230; well.</p>
<blockquote><p>This game is about two lovers named January and September.<br />
No, wait; it&#8217;s about a group of people who don&#8217;t believe in the sky.<br />
No, it&#8217;s about a pantheon of scientific disciplines.<br />
Or maybe it&#8217;s about an ancient beast who knew exactly when it was going to die, and how.</p>
<p>It&#8217;s about a place. A place called Looming.</p></blockquote>
<p><strong>Play <i>Looming</i> <a href="http://www.newgrounds.com/portal/view/541333">on Newgrounds</a>.</strong><br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/07/05/looming-released/">Looming Released</a>...</p>
]]></content:encoded>
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		<slash:comments>81</slash:comments>
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		<title>One Measure of Bit.Trip Runner</title>
		<link>http://ludusnovus.net/2010/05/27/one-measure-of-bit-trip-runner/</link>
		<comments>http://ludusnovus.net/2010/05/27/one-measure-of-bit-trip-runner/#comments</comments>
		<pubDate>Thu, 27 May 2010 20:00:22 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[anthropy]]></category>
		<category><![CDATA[difficulty]]></category>
		<category><![CDATA[gaijin]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[punishment]]></category>
		<category><![CDATA[repetition]]></category>
		<category><![CDATA[repetition repetition]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=914</guid>
		<description><![CDATA[The other night, I picked up Gaijin Games&#8217;s Bit.Trip Runner for WiiWare. This game is the best example of pure, brilliant game design that I&#8217;ve seen in a good while. This is the game designer as teacher and leader; it&#8217;s what Anna Anthropy calls design as sadism: As a designer and as a domme, I [...]]]></description>
			<content:encoded><![CDATA[<p><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/LAEQOh_W2Oo&#038;hl=en_US&#038;fs=1&#038;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/LAEQOh_W2Oo&#038;hl=en_US&#038;fs=1&#038;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></p>
<p>The other night, I picked up Gaijin Games&#8217;s <i><a href="http://bittripgame.com/bittrip-runner.html">Bit.Trip Runner</a></i> for WiiWare.  This game is the best example of pure, brilliant game design that I&#8217;ve seen in a good while.  This is the game designer as teacher and leader; it&#8217;s what <a href="http://www.auntiepixelante.com/">Anna Anthropy</a> calls <a href="http://thehappymedium.tumblr.com/post/101153688/i-was-shown-a-trap-and-i-willingly-sprung-it">design as sadism</a>:</p>
<blockquote><p>As a designer and as a domme, I want the person who submits to me to suffer and to struggle but ultimately to endure: I challenge her while simultaneously guiding her through that challenge. The rules of the game and the level design carry that idea.</p></blockquote>
<p><i>Runner</i> does this through the gradual layering of new game elements, high challenge with low punishment, and optional bonus goals.  Most of all, though, it guides through repetition.  This is a game about rhythm, after all.  For my favorite example of this, let&#8217;s look at a single measure of rhythm from the game, no longer than 2 seconds, that appears everywhere.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/05/27/one-measure-of-bit-trip-runner/">One Measure of Bit.Trip Runner</a>...</p>
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		<slash:comments>2</slash:comments>
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		<title>Two Stories</title>
		<link>http://ludusnovus.net/2010/05/27/two-stories/</link>
		<comments>http://ludusnovus.net/2010/05/27/two-stories/#comments</comments>
		<pubDate>Thu, 27 May 2010 18:02:27 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[looming]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[preview]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=911</guid>
		<description><![CDATA[For those who are interested in mixing linear prose and poetry with gaming, there&#8217;s a project that looks very interesting: &#8220;Moon Taxi,&#8221; brought to my attention by GameSetWatch. &#8220;Moon Taxi&#8221; is a game for Xbox Live Indie Games (not PC, sadly) where you play a taxi driver to the moon. Your passengers tell stories, some [...]]]></description>
			<content:encoded><![CDATA[<p><object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/b4h2-BF9-qI&#038;hl=en_US&#038;fs=1&#038;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/b4h2-BF9-qI&#038;hl=en_US&#038;fs=1&#038;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object></p>
<p>For those who are interested in <a href="http://ludusnovus.net/2010/05/13/fixing-silent-conversation/">mixing linear prose and poetry with gaming</a>, there&#8217;s a project that looks very interesting: &#8220;<a href="http://www.moontaxi.org/">Moon Taxi</a>,&#8221; brought to my attention by <a href="http://www.gamesetwatch.com/2010/05/moon_taxi_flies_you_to_the_moo.php">GameSetWatch</a>.  &#8220;Moon Taxi&#8221; is a game for Xbox Live Indie Games (not PC, sadly) where you play a taxi driver to the moon.  Your passengers tell stories, some submitted by fans, and important words in those stories appear in front of you as you hear them.  It looks very cool; a creative writing prompt and a clever way to approach storytelling all at once.  Check out the <a href="http://www.youtube.com/watch?v=pkvCnmrKw8w">recruitment video</a> for another view at the game and a pretty funny monologue.</p>
<p><img src="http://ludusnovus.net/images/loomingpreview.png"/></p>
<p>And for those curious about my work, my next game is almost done.</p>
<p>It&#8217;s about two lovers named January and September.<br />
No, wait, it&#8217;s about a group of people who don&#8217;t believe in the sky.<br />
No, it&#8217;s about a pantheon of scientific disciplines.<br />
Or maybe it&#8217;s about an ancient beast who knew exactly when it was going to die, and how.</p>
<p>It&#8217;s about a place.  A place called Looming.</p>
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		<slash:comments>8</slash:comments>
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		<title>Phenomenon 32 and the Cinders of Earth</title>
		<link>http://ludusnovus.net/2010/05/19/phenomenon-32-and-the-cinders-of-earth/</link>
		<comments>http://ludusnovus.net/2010/05/19/phenomenon-32-and-the-cinders-of-earth/#comments</comments>
		<pubDate>Wed, 19 May 2010 15:43:18 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[exploration]]></category>
		<category><![CDATA[kyratzes]]></category>
		<category><![CDATA[lofi]]></category>
		<category><![CDATA[mimesis]]></category>
		<category><![CDATA[worldbuilding]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=900</guid>
		<description><![CDATA[I&#8217;ve been playing a game lately about exploring a place where a man-made disaster has bent the very fabric of reality itself, creating bizarre anomalies and strange creatures. I explore the abandoned remnants of cities and laboratories, scrabbling for resources and seeking answers to the nature of the disaster. This game is so good, it&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.jonas-kyratzes.net/games/phenomenon-32/"><img src="http://ludusnovus.net/images/ph32.jpg" class="leadimage" /></a><br />
I&#8217;ve been playing a game lately about exploring a place where a man-made disaster has bent the very fabric of reality itself, creating bizarre anomalies and strange creatures.  I explore the abandoned remnants of cities and laboratories, scrabbling for resources and seeking answers to the nature of the disaster.</p>
<p>This game is so good, it&#8217;s distracted me from playing <i>STALKER</i>.</p>
<p><a href="http://www.jonas-kyratzes.net/">Jonas Kyratzes</a>&#8216;s new game <i><a href="http://www.jonas-kyratzes.net/games/phenomenon-32/">Phenomenon 32</a></i> has a similar setting to <a href="http://www.gsc-game.com/">GSC Game World</a>&#8216;s Chernobyl shooter: the familiar modern world, distorted by the folly of science unbounded by ethics into a place where the very rules of reality can&#8217;t be trusted.  This isn&#8217;t a new premise: <i>STALKER</i> is indirectly based on the 1972 novel <i>Roadside Picnic</i>, and the seminal work for this concept is probably the &#8220;Dying Earth&#8221; series.  It&#8217;s sheer coincidence that I was playing these two games at the same time, but there are several good reasons why <i>Phenomenon 32</i> is winning out.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/05/19/phenomenon-32-and-the-cinders-of-earth/">Phenomenon 32 and the Cinders of Earth</a>...</p>
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		<slash:comments>3</slash:comments>
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		<title>Fixing Silent Conversation</title>
		<link>http://ludusnovus.net/2010/05/13/fixing-silent-conversation/</link>
		<comments>http://ludusnovus.net/2010/05/13/fixing-silent-conversation/#comments</comments>
		<pubDate>Fri, 14 May 2010 03:06:12 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[silent]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=897</guid>
		<description><![CDATA[I like the concept behind my game &#8220;Silent Conversation.&#8221; The words of a piece form the physical structure of a level that is shaped by the setting, events, and feelings of the work&#8217;s content. Unfortunately, &#8220;Silent Conversation&#8221; is, well, not a very good game. It&#8217;s slow, because I wanted to encourage people to read the [...]]]></description>
			<content:encoded><![CDATA[<p>I like the concept behind my game &#8220;<a href="http://ludusnovus.net/my-games/silent-conversation/">Silent Conversation</a>.&#8221;  The words of a piece form the physical structure of a level that is shaped by the setting, events, and feelings of the work&#8217;s content.  Unfortunately, &#8220;Silent Conversation&#8221; is, well, not a very good <em>game</em>.  It&#8217;s slow, because I wanted to encourage people to read the pieces.  But it&#8217;s way too slow to be fun.  The idea of certain words being &#8220;powerful&#8221; is promising, but the dodge-dark-red-things gameplay is more annoying than engaging.</p>
<p>A lot of people really resonated with the idea.  I heard plenty of compliments for the visual interpretation of the text, and for making the text interesting to read, and for the potential of the game for education&#8230; but no one really said the game was fun.  So here&#8217;s a question for you: how can I make a spiritual successor to &#8220;Silent Conversation&#8221; that&#8217;s actually fun?  I&#8217;m seeking your help here.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/05/13/fixing-silent-conversation/">Fixing Silent Conversation</a>...</p>
]]></content:encoded>
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		<slash:comments>38</slash:comments>
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		<item>
		<title>Games As Simulation</title>
		<link>http://ludusnovus.net/2010/05/03/games-as-simulation/</link>
		<comments>http://ludusnovus.net/2010/05/03/games-as-simulation/#comments</comments>
		<pubDate>Mon, 03 May 2010 19:12:27 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[rules]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=886</guid>
		<description><![CDATA[Games are simulations. Games take a set of rules describing how things work, and they apply those rules to a world state to determine how that world changes over time. Sometimes the rules are very simple; &#8220;Snakes and Ladders&#8221; has about four rules. Sometimes, they are extraordinarily complex; World of Warcraft has rules that govern [...]]]></description>
			<content:encoded><![CDATA[<p>Games are simulations.</p>
<p>Games take a set of rules describing how things work, and they apply those rules to a world state to determine how that world changes over time.  Sometimes the rules are very simple; &#8220;<a href="http://en.wikipedia.org/wiki/Snakes_and_ladders">Snakes and Ladders</a>&#8221; has about four rules.  Sometimes, they are extraordinarily complex; <a href="http://www.worldofwarcraft.com/">World of Warcraft</a> has rules that govern the actions and interactions of thousands of actors at once, with each actor having maybe a hundred different ways to affect the progress of the simulation.  All games, however, share these fundamental attributes: they simulate the changes in a system over time using a set of rules.</p>
<p>Inherent in their status as a simulation is the fact that games are abstractions.  No simulation can be an exact model of real life.  Therefore, games use only a subset of the rules present in the systems they simulate.  Sometimes, games simulate the real world: <i>Roller Coaster Tycoon</i> simulates the everyday workings of a theme park.  Sometimes, they simulate a fantastic world: <i>Morrowind</i> is a simulation of the fictional fantasy island of Vvardenfell.  Sometimes, they simulate an abstract world: Conway&#8217;s &#8220;<a href="http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life">Game of Life</a>&#8221; simulates a world composed of either a grid of unicellular organisms, or a world of multicellular organisms with a very strange way of living.  In all these cases, however, the designers of the game have chosen which rules to include in the simulation and which to abstract away.  <i>Roller Coaster Tycoon</i> does not require the player character to get sleep.  <i>Morrowind</i> allows the PC to eat, but does not require it.  The &#8220;Game of Life&#8221; uses a very limited set of rules.</p>
<p>What distinguishes a game from, say, the sort of airflow simulation used by aerospace engineers?  Player interaction.  In games, players can modify the progress of the simulation.  They can change the starting parameters, or choose what an actor will do, or even modify the rules of the simulation as it progresses.  It is this interactivity that is essential to the nature of games.  Games simulate worlds, but their most important property is that they allow the player to affect the simulation.  It is from this ability that goals emerge, that agency arises, that fun appears.  Games are simulations with life.</p>
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		<slash:comments>5</slash:comments>
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		<title>Waves: A Ludum Dare 17 Postmortem</title>
		<link>http://ludusnovus.net/2010/04/26/waves-a-ludum-dare-17-postmortem/</link>
		<comments>http://ludusnovus.net/2010/04/26/waves-a-ludum-dare-17-postmortem/#comments</comments>
		<pubDate>Mon, 26 Apr 2010 23:24:55 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Games Releases]]></category>
		<category><![CDATA[game releases]]></category>
		<category><![CDATA[ludum dare]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[waves]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=878</guid>
		<description><![CDATA[This past weekend I took part in Ludum Dare 17. Ludum Dare is a periodic informal competition where participants make a game in 48 hours based on a certain theme. This time, the theme was &#8220;Islands.&#8221; By the end of the weekend, I created a game called &#8220;Waves,&#8221; which can be played on my site. [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/my-games/waves/"><img src="http://ludusnovus.net/images/waves200x200.png" class="leadimage" /></a><br />
This past weekend I took part in <a href="http://www.ludumdare.com/">Ludum Dare</a> 17.  Ludum Dare is a periodic informal competition where participants make a game in 48 hours based on a certain theme.  This time, the theme was &#8220;Islands.&#8221;  By the end of the weekend, I created a game called &#8220;Waves,&#8221; which can be <a href="http://ludusnovus.net/my-games/waves/">played on my site</a>.  <a href="http://www.refrag.com/">Kayla Kinnunen</a> posted a <a href="http://www.refrag.com/2010/04/26/roller-derby-20xx-postmortem/">postmortem of her own experience</a>, and I thought it would be fun to do one of my own.</p>
<p>Note that the work-in-progress builds linked below will probably require you to click on the game to give it focus before it will react to your keystrokes.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/04/26/waves-a-ludum-dare-17-postmortem/">Waves: A Ludum Dare 17 Postmortem</a>...</p>
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		<title>Saira</title>
		<link>http://ludusnovus.net/2010/04/21/saira/</link>
		<comments>http://ludusnovus.net/2010/04/21/saira/#comments</comments>
		<pubDate>Wed, 21 Apr 2010 20:13:54 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[nifflas]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=857</guid>
		<description><![CDATA[Saira is an explorer. Three years ago, she was a photographer, working to take pictures of exotic and dangerous wildlife. She is brave and athletic, able to leap from rock to rock without hesitation. Her eyes are trained to notice things hidden in the world around her, and her hand is steady as she takes [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/saira.jpg" class="leadimage" />
<p style="padding-left: 1em"><i>Saira is an explorer.  Three years ago, she was a photographer, working to take pictures of exotic and dangerous wildlife.  She is brave and athletic, able to leap from rock to rock without hesitation.  Her eyes are trained to notice things hidden in the world around her, and her hand is steady as she takes each picture.  She can scramble up air shafts, dodge hungry wildlife, and hazard cruel environments to achieve her goals.</i></p>
<p><i>Saira</i> is a character piece.  <br/>Read the rest of <a href="http://ludusnovus.net/2010/04/21/saira/">Saira</a>...</p>
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		<title>Difficulty and Walkthroughs</title>
		<link>http://ludusnovus.net/2010/04/16/difficulty-and-walkthroughs/</link>
		<comments>http://ludusnovus.net/2010/04/16/difficulty-and-walkthroughs/#comments</comments>
		<pubDate>Fri, 16 Apr 2010 18:17:36 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[cheats]]></category>
		<category><![CDATA[constraints]]></category>
		<category><![CDATA[tasselfoot]]></category>
		<category><![CDATA[walkthroughs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=852</guid>
		<description><![CDATA[I had an interesting discussion at GDC with a guy I know named Tasselfoot. Chances are that you know Tass, even if you don&#8217;t think you do; if you&#8217;ve ever used a YouTube walkthrough of a Flash game, that walkthrough was probably made by Tass. As far as I know, he&#8217;s the only person in [...]]]></description>
			<content:encoded><![CDATA[<p>I had an interesting discussion at GDC with a guy I know named <a href="http://tasselfoot.com">Tasselfoot</a>.  Chances are that you know Tass, even if you don&#8217;t think you do; if you&#8217;ve ever used a <a href="http://www.youtube.com/watch?v=nsnYcn_NZlU">YouTube walkthrough of a Flash game</a>, that walkthrough was probably made by Tass.  As far as I know, he&#8217;s the only person in the world who makes his living off of walkthrough videos.</p>
<p>While we were on the bus to the ill-fated Zynga-hosted afterparty, Tass and I had a conversation where he tried to convince me to put links to video walkthroughs inside my games.  Obviously, he has a vested interest in this, but he also believes in it from a player&#8217;s perspective.  Walkthroughs, he feels, should be as accessible as possible to the player.  My initial reaction, as a <a href="http://kotaku.com/5477174/the-search-for-the-video-game-auteurs">video game auteur</a>, was to disagree.  The presence of a walkthrough ruins the carefully-crafted difficulty curve I&#8217;ve prepared for the game.  But as Tass continued, he began to sway my mind.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/04/16/difficulty-and-walkthroughs/">Difficulty and Walkthroughs</a>...</p>
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		<title>The Brutality of Saints Row 2</title>
		<link>http://ludusnovus.net/2010/04/09/the-brutality-of-saints-row-2/</link>
		<comments>http://ludusnovus.net/2010/04/09/the-brutality-of-saints-row-2/#comments</comments>
		<pubDate>Fri, 09 Apr 2010 17:41:21 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[ethics]]></category>
		<category><![CDATA[saints row 2]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=844</guid>
		<description><![CDATA[I&#8217;d like to take a moment to discuss a game that does some really interesting things with character and storytelling: Volition&#8217;s GTA3-em-up, Saints Row 2. Wait, where are you going? I&#8217;m serious. Here&#8217;s the thing: SR2, more than any other game I&#8217;ve played, makes me despise my player character. By the end of the game, [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;d like to take a moment to discuss a game that does some really interesting things with character and storytelling: Volition&#8217;s GTA3-em-up, <i>Saints Row 2</i>.  Wait, where are you going?  I&#8217;m serious.  Here&#8217;s the thing: <i>SR2</i>, more than any other game I&#8217;ve played, makes me despise my player character.  By the end of the game, my PC is the most reprehensible person in Stilwater.</p>
<p><i>SR2</i> is a game that borrows liberally from <i>Grand Theft Auto 3</i> and its successors.  The player character is a sociopathic criminal, doing a series of missions to gain power in a city while murdering thousands of people in the process.  Playing a game like this, the player should expect to do horrible things; it&#8217;s a game (in this case) about a street gang leader taking over an entire city.  These games set up an environment in which the player can suspend their ethical disbelief.  The world is farcical, with corrupt police, over-the-top raunchy radio ads, and stereotyped characters.  All of the characters with dialog are criminals, and none of the bystanders get enough characterization to make the player empathize with them.</p>
<p>But there&#8217;s something weird in <i>SR2</i>&#8216;s approach.  The middle of the game consists of three parallel storylines, corresponding to the <abbr title="player character">PC</abbr>&#8216;s strengthening of her gang, the Saints, through destruction of three rival gangs: the Sons of Samedi, the Ronin, and the Brotherhood.  The Sons of Samedi plotline is a drug-running crime story <a href="http://www.youtube.com/watch?v=tHe9AZC3Zxg">in the Tarantino vein</a>.  The Ronin is a full-on action movie, complete with <a href="http://www.youtube.com/watch?v=1mIrjeZLwBM#t=7m0s">katana duels</a>.  But the Brotherhood is the brutal story of the cold-hearted destruction of a man and his family.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/04/09/the-brutality-of-saints-row-2/">The Brutality of Saints Row 2</a>...</p>
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		<title>Exploiting the Rules</title>
		<link>http://ludusnovus.net/2010/04/04/exploiting-the-rules/</link>
		<comments>http://ludusnovus.net/2010/04/04/exploiting-the-rules/#comments</comments>
		<pubDate>Sun, 04 Apr 2010 05:55:09 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[cheating]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[geist]]></category>
		<category><![CDATA[LARP]]></category>
		<category><![CDATA[roleplaying games]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=827</guid>
		<description><![CDATA[There&#8217;s a certain class of player behavior in tabletop RPGs and LARPs that often causes issues. It&#8217;s when a player notices a way to be really good at something. There are two ways this is done, and they have gained the nasty names &#8220;min-maxing&#8221; and &#8220;rules-lawyering.&#8221; But this isn&#8217;t actually a bad thing. Read the [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s a certain class of player behavior in tabletop <abbr title="roleplaying games">RPGs</abbr> and <abbr title="live action roleplaying games">LARPs</abbr> that often causes issues.  It&#8217;s when a player notices a way to be really good at something.  There are two ways this is done, and they have gained the nasty names &#8220;min-maxing&#8221; and &#8220;rules-lawyering.&#8221;  But this isn&#8217;t actually a bad thing.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/04/04/exploiting-the-rules/">Exploiting the Rules</a>...</p>
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		<title>Perspective and What is Visible</title>
		<link>http://ludusnovus.net/2010/03/04/perspective-and-what-is-visible/</link>
		<comments>http://ludusnovus.net/2010/03/04/perspective-and-what-is-visible/#comments</comments>
		<pubDate>Fri, 05 Mar 2010 00:07:21 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[dead space]]></category>
		<category><![CDATA[fog of war]]></category>
		<category><![CDATA[perspective]]></category>
		<category><![CDATA[rts]]></category>
		<category><![CDATA[starcraft]]></category>
		<category><![CDATA[uncertainty]]></category>
		<category><![CDATA[visibility]]></category>
		<category><![CDATA[zelda]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=786</guid>
		<description><![CDATA[I&#8217;ve been thinking lately, as I&#8217;ve been playing around with 3D tools like Unity, about the nature of perspective and visibility in games. Most games limit the amount of information that the player can see. It&#8217;s very rare to see a game where the entire game world is visible from the beginning (see &#8220;Flood the [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been thinking lately, as I&#8217;ve been playing around with 3D tools like <a href="http://unity3d.com/">Unity</a>, about the nature of perspective and visibility in games.  Most games limit the amount of information that the player can see.  It&#8217;s very rare to see a game where the entire game world is visible from the beginning (see &#8220;<a href="http://gamejolt.com/freeware/games/platformer/flood-the-chamber/1419/">Flood the Chamber</a>&#8221; for a counterexample that does).  This design decision, of how much of the world to show and how much to keep hidden, doesn&#8217;t get enough credit for its importance to the nature of a game.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/03/04/perspective-and-what-is-visible/">Perspective and What is Visible</a>...</p>
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		<slash:comments>1</slash:comments>
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		<title>A Global Chronicle</title>
		<link>http://ludusnovus.net/2010/02/20/a-global-chronicle/</link>
		<comments>http://ludusnovus.net/2010/02/20/a-global-chronicle/#comments</comments>
		<pubDate>Sat, 20 Feb 2010 21:56:20 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[camarilla]]></category>
		<category><![CDATA[geist]]></category>
		<category><![CDATA[LARP]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=773</guid>
		<description><![CDATA[I am involved in the Camarilla, which is the White Wolf RPG publishing company&#8217;s official fan organization. Among other things, the Cam organizes a global campaign for live action roleplaying, or LARP. This is a &#8220;theatrical LARP,&#8221; not a &#8220;boffer LARP.&#8221; We don&#8217;t hit each other with foam weapons; instead, we have more social and [...]]]></description>
			<content:encoded><![CDATA[<p>I am involved in <a href="http://camarilla.white-wolf.com/">the Camarilla</a>, which is the White Wolf RPG publishing company&#8217;s official fan organization.  Among other things, the Cam organizes a global campaign for live action roleplaying, or LARP.  This is a &#8220;theatrical LARP,&#8221; not a &#8220;boffer LARP.&#8221;  We don&#8217;t hit each other with foam weapons; instead, we have more social and politically-focused games, and any combat is as heavily abstracted as it is in tabletop roleplaying.  The nature of a global campaign raises some very interesting issues in game design.</p>
<p>The Cam is not the only global LARP campaign around; <a href="http://oneworldbynight.org">One World By Night</a> is another organization that runs a similar campaign for the old World of Darkness setting, for example.  As far as I know, though, the Cam is the largest global LARP around.  A global campaign means that local games are connected to games across the US and the world, so that I can go on a trip to California and use the character I play in Charlotte to a Camarilla game there.  Events that occur in Alabama can affect nearby locations, and there are periodic conventions where players and characters from all over the world come to play in a single game.  This results in all sorts of interesting consequences and annoyances.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/02/20/a-global-chronicle/">A Global Chronicle</a>...</p>
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		<title>Why Uru Matters</title>
		<link>http://ludusnovus.net/2010/02/12/why-uru-matters/</link>
		<comments>http://ludusnovus.net/2010/02/12/why-uru-matters/#comments</comments>
		<pubDate>Fri, 12 Feb 2010 06:32:20 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[uru live]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=763</guid>
		<description><![CDATA[Cyan, now Cyan Worlds, released Myst in 1993. The work became one of the most influential video games of all time. It made the CD-ROM a must-have, led the rise of the atmospheric adventure puzzler, and is the leading suspect in the death of the adventure game. It was the bestselling game of all time [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/uru01.jpg" class="leadimage" />Cyan, now Cyan Worlds, released <i>Myst</i> in 1993.  The work became one of the most influential video games of all time.  It made the CD-ROM a must-have, led the rise of the atmospheric adventure puzzler, and is the leading suspect in the death of the adventure game.  It was the bestselling game of all time until <i>The Sims</i> came along, and is probably, along with Mario and Pac-Man, the game even gaming-illiterate people have heard of.</p>
<p>The magnum opus of Cyan Worlds, however, is a sequel: <i>Uru</i>, now known as <i>Myst Online: Uru Live</i>.  It&#8217;s a Myst <abbr title="Massively Multiplayer Online game">MMO</abbr>, first scheduled for release in 2003.  Before the game was even released, the online portion was canceled.  It was briefly resurrected in 2007-08 by GameTap, then canceled again.  Recently, it has been <a href="http://mystonline.com/">revived again</a> in donation-ware form, but it still has all the bugs and issues that helped contribute to its repeated downfall.  Why should anyone care about or play <i>Uru</i>?  Because it&#8217;s unique.  It does things no other game does.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/02/12/why-uru-matters/">Why Uru Matters</a>...</p>
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		<title>Murder and Red Faction: Guerrilla</title>
		<link>http://ludusnovus.net/2010/01/20/murder-and-red-faction-guerrilla/</link>
		<comments>http://ludusnovus.net/2010/01/20/murder-and-red-faction-guerrilla/#comments</comments>
		<pubDate>Thu, 21 Jan 2010 03:41:29 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[red faction: guerrilla]]></category>
		<category><![CDATA[violence]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=732</guid>
		<description><![CDATA[I just got finished playing Red Faction: Guerrilla. It&#8217;s an excellent game; the breaking-stuff gameplay is so fun and natural-feeling that I anticipate disappointment when I play all the other games where you can&#8217;t knock down a wall to get to the enemy on the other side. It strikes a nice balance between open-world and [...]]]></description>
			<content:encoded><![CDATA[<p>I just got finished playing <i>Red Faction: Guerrilla</i>.  It&#8217;s an excellent game; the breaking-stuff gameplay is so fun and natural-feeling that I anticipate disappointment when I play all the other games where you can&#8217;t knock down a wall to get to the enemy on the other side.  It strikes a nice balance between open-world and narrative styles of gaming.  There&#8217;s something else about the game, though.  <i>Guerrilla</i> makes me uncomfortable with its violence.</p>
<p>This is something that I haven&#8217;t experienced outside of so-called &#8220;art games&#8221; like <a href="http://www.venbrux.com/">Jesse Venbrux</a>&#8216;s &#8220;<a href="http://www.venbrux.com/GamesGallery/index.php?game=execution">Execution</a>.&#8221;  When I play <i>Guerrilla</i>, I feel a disconnect with the actions my player character is taking: not <a href="http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html">ludonarrative dissonance</a>, but a genuine case of disagreement with my character&#8217;s motives and callous lack of concern for human life.  I&#8217;m a pacifist.  Alec Mason is not.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/01/20/murder-and-red-faction-guerrilla/">Murder and Red Faction: Guerrilla</a>...</p>
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		<slash:comments>10</slash:comments>
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		<title>Developing a Territory System: Initial Thoughts</title>
		<link>http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/</link>
		<comments>http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/#comments</comments>
		<pubDate>Sun, 17 Jan 2010 08:40:01 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[camarilla]]></category>
		<category><![CDATA[geist]]></category>
		<category><![CDATA[LARP]]></category>
		<category><![CDATA[my games]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=709</guid>
		<description><![CDATA[I&#8217;m going to be running a brand-new LARP of Geist: The Sin-Eaters for my local Camarilla domain. This has a number of challenges, most of which caused by the fact that this game has never really been LARPed before as an ongoing chronicle; it&#8217;s only been out for a few months. One of the problems [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m going to be running a brand-new <abbr title="Live Action RolePlaying game">LARP</abbr> of <i>Geist: The Sin-Eaters</i> for my local <a href="http://camarilla.white-wolf.com/">Camarilla</a> domain.  This has a number of challenges, most of which caused by the fact that this game has never really been LARPed before as an ongoing chronicle; it&#8217;s only been out for a few months.  One of the problems I&#8217;m running into is that of the political game, and I&#8217;d like some suggestions.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/">Developing a Territory System: Initial Thoughts</a>...</p>
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		<slash:comments>9</slash:comments>
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		<title>New Year&#8217;s Resolution 2010</title>
		<link>http://ludusnovus.net/2010/01/13/new-years-resolution-2010/</link>
		<comments>http://ludusnovus.net/2010/01/13/new-years-resolution-2010/#comments</comments>
		<pubDate>Wed, 13 Jan 2010 19:45:14 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[goals]]></category>
		<category><![CDATA[me]]></category>
		<category><![CDATA[meta]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=703</guid>
		<description><![CDATA[Last year, I resolved to create a game a month. That went quite well for me, but I think I want to be freer with my development goals this year. I still needed a new year&#8217;s resolution, though. Since I often neglected Ludus Novus in the wake of my game development, I chose a goal [...]]]></description>
			<content:encoded><![CDATA[<p>Last year, I <a href="http://ludusnovus.net/2009/01/04/new-years-resolution-2009/">resolved</a> to create a game a month.  That went quite well for me, but I think I want to be freer with my development goals this year.  I still needed a new year&#8217;s resolution, though.  Since I often neglected Ludus Novus in the wake of my game development, I chose a goal that should keep the content here flowing smoothly.</p>
<p>I resolve to post at least once each week on this blog.  Posts could be game discussions, tabletop RPG summaries, podcast episodes (that&#8217;s right, I have a podcast!), or something else.  If I&#8217;m especially busy, they could just be one or three preview screenshots of what I&#8217;m working on.  Note that <a href="http://ludusnovus.net/category/comics/tasoae/"><i>The Absolute Sum of All Evil</i> comics</a> do not count for this resolution.  They&#8217;re weekly, but I drew the comics years ago, so that would be cheating.</p>
<p>If all goes according to plan, I should have over 100 new posts this year, including comics.  Wish me luck!</p>
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		<title>Dream Project 4 &#8211; Attacks on Two Cities</title>
		<link>http://ludusnovus.net/2010/01/10/dream-project-4-attacks-on-two-cities/</link>
		<comments>http://ludusnovus.net/2010/01/10/dream-project-4-attacks-on-two-cities/#comments</comments>
		<pubDate>Sun, 10 Jan 2010 05:37:16 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[d&d4e]]></category>
		<category><![CDATA[dream project]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=686</guid>
		<description><![CDATA[This is a summary of my ongoing Dungeons &#038; Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak. When we last left our game, the citizens of Meersha had fled a dragon, Zekleinenezzar, who had taken over their town. They took refuge in an abandoned fortress overlooking [...]]]></description>
			<content:encoded><![CDATA[<p>This is a summary of my ongoing Dungeons &#038; Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak.</p>
<p>When we last left our game, the citizens of Meersha had fled a dragon, Zekleinenezzar, who had taken over their town. They took refuge in an abandoned fortress overlooking the abandoned city of Decolay, which has been taken over by kenku, goblins, and possibly other forces.  The fortress itself has the power to transport them to a dream world where a scholar named Sampa seems to be guiding them from the past.</p>
<p>The party consists of:<br />
Etzlojek, kobold rogue and lover of fine things, adopted by the town’s general store owner<br />
Eva, student of the local ritual mage and magic shop owner, who seems like a perfectly normal human wizard with a penchant for shapechanging spells<br />
Donaar, dragonborn warlock and enemy of dragons, who ended up in town after his home city was overrun by undead<br />
Diesa, stalwart dwarven fighter grossed out by bugs, who was visiting family in town and seems to have vampire heritage<br />
Sully, formerly-retired half-elf paladin of Erathis and party NPC, who ran the tavern in Meersha.</p>
<p>This is level four.</p>
<p><i>I&#8217;m curious about something before we begin.  Are these adventure summaries interesting to anyone except me and my players?  I&#8217;ll probably keep posting them regardless, but I&#8217;d like to know if any readers not involved with the campaign enjoy these.</i><br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/01/10/dream-project-4-attacks-on-two-cities/">Dream Project 4 &#8211; Attacks on Two Cities</a>...</p>
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		<slash:comments>9</slash:comments>
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		<title>Dream Project 3 &#8211; The Kidnapped Farmer</title>
		<link>http://ludusnovus.net/2009/12/23/dream-project-3-the-kidnapped-farmer/</link>
		<comments>http://ludusnovus.net/2009/12/23/dream-project-3-the-kidnapped-farmer/#comments</comments>
		<pubDate>Wed, 23 Dec 2009 23:04:58 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[d&d4e]]></category>
		<category><![CDATA[dream project]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=657</guid>
		<description><![CDATA[This is a summary of my ongoing Dungeons &#038; Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak. When we last left our game, the citizens of Meersha had fled a dragon who had taken over their town. They arrived at their theoretical refuge to find the [...]]]></description>
			<content:encoded><![CDATA[<p>This is a summary of my ongoing Dungeons &#038; Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak.</p>
<p>When we last left our game, the citizens of Meersha had fled a dragon who had taken over their town. They arrived at their theoretical refuge to find the city of Decolay in ruins, and camped in an abandoned fortress overlooking the town. The fortress seemed to be able to transport people into long-lost dreams in their sleep, where the party was guided by a tiefling scholar named Sampa.  The next morning, the party made an alliance with a kenku tribe, the Ravencrows, living near the southern edge of the city, and explored an old botanical laboratory.</p>
<p>The party consists of:<br />
Etzlojek, kobold rogue and lover of fine things, adopted by the town’s general store owner<br />
Eva, student of the local ritual mage and magic shop owner, who seems like a perfectly normal human wizard<br />
Donaar, dragonborn warlock and enemy of dragons, who ended up in town after his home city was overrun by undead<br />
Diesa, stalwart dwarven fighter grossed out by bugs, who was visiting family in town and seems to be developing vampiric tendencies<br />
Sully, formerly-retired half-elf paladin of Erathis and party NPC, who ran the tavern in Meersha.</p>
<p>This is level three.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/12/23/dream-project-3-the-kidnapped-farmer/">Dream Project 3 &#8211; The Kidnapped Farmer</a>...</p>
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		<slash:comments>3</slash:comments>
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		<title>A Chain of Fake People</title>
		<link>http://ludusnovus.net/2009/12/17/a-chain-of-fake-people/</link>
		<comments>http://ludusnovus.net/2009/12/17/a-chain-of-fake-people/#comments</comments>
		<pubDate>Thu, 17 Dec 2009 18:48:09 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[theory]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=653</guid>
		<description><![CDATA[Any creative work is a sort of conversation between two people: the author and the reader. Except it&#8217;s not. Books, movies, music, video games, and so on are created by one or more people, and then are consumed by one or more people. The work in question (let&#8217;s call it a game) serves as a [...]]]></description>
			<content:encoded><![CDATA[<p>Any creative work is a sort of conversation between two people: the author and the reader.  Except it&#8217;s not.</p>
<p>Books, movies, music, video games, and so on are created by one or more people, and then are consumed by one or more people.  The work in question (let&#8217;s call it a game) serves as a <em>medium</em> by which the player communicates with the authors or developers.  One can imagine an experience analogous to digital gaming where two people sit in a room, one telling the other what&#8217;s happening and the other responding with their actions.  This actually wouldn&#8217;t be too different than tabletop roleplaying.</p>
<p>But playing games doesn&#8217;t really work like that; there&#8217;s this big <em>thing</em> between the authors and the players called a <i>game</i>.  The authors and the player can be in different states; they might not speak the same language; the original author might be literally dead in real life.  But the work, the game, spans this void of time and distance to allow a sort of mediated communication.  And in the middle there are a bunch of imaginary people existing in a series of nested universes that make the exchange possible.  Let&#8217;s meet them, shall we?<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/12/17/a-chain-of-fake-people/">A Chain of Fake People</a>...</p>
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		<title>Dream Project 2 &#8211; Exploring Decolay</title>
		<link>http://ludusnovus.net/2009/12/12/dream-project-2-exploring-decolay/</link>
		<comments>http://ludusnovus.net/2009/12/12/dream-project-2-exploring-decolay/#comments</comments>
		<pubDate>Sat, 12 Dec 2009 06:27:19 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[d&d4e]]></category>
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		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=632</guid>
		<description><![CDATA[This is a summary of my ongoing Dungeons &#038; Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak. When we last left our game, the citizens of Meersha had fled a dragon who had taken over their town. They arrived at their theoretical refuge to find the [...]]]></description>
			<content:encoded><![CDATA[<p>This is a summary of my ongoing <i>Dungeons &#038; Dragons</i> Fourth Edition game, played with some friends from college over the internet using <a href="http://rptools.net/">MapTool</a> and <a href="http://www.teamspeak.com/">Teamspeak</a>.</p>
<p>When we last left our game, the citizens of Meersha had fled a dragon who had taken over their town.  They arrived at their theoretical refuge to find the city of Decolay in ruins, and took refuge in an empty, abandoned fortress overlooking the town.  The purpose of some of the strange structures there was revealed when the party found themselves sharing a dream, where they encountered the private demons of a long-dead eladrin noblewoman and saw echoes of a tiefling scholar named Sampa.</p>
<p>The dream was experienced by five people:<br />
Etzlojek, kobold rogue and lover of fine things, adopted by the town&#8217;s general store owner<br />
Eva, student of the local ritual mage and magic shop owner, who seems like a perfectly normal human wizard<br />
Donaar, dragonborn warlock, who ended up in town after his home city was overrun by undead<br />
Diesa, stalwart dwarven fighter grossed out by bugs, who was visiting family in town<br />
Sully, formerly-retired half-elf paladin of Erathis and party NPC, who ran the tavern in Meersha.</p>
<p>This is level two.  Note that I began doubling experience at this point.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/12/12/dream-project-2-exploring-decolay/">Dream Project 2 &#8211; Exploring Decolay</a>...</p>
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		<title>The RPG Campaign as Episodic TV: Two Techniques</title>
		<link>http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques/</link>
		<comments>http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques/#comments</comments>
		<pubDate>Wed, 02 Dec 2009 07:06:55 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
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		<category><![CDATA[geist]]></category>
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		<guid isPermaLink="false">http://ludusnovus.net/?p=618</guid>
		<description><![CDATA[In addition to the regular D&#038;D game I run, I&#8217;ve just started up another tabletop RPG campaign using the Geist system. Like many of White Wolf&#8217;s &#8220;limited series&#8221; games (Promethean, Changeling), the concept is incredibly provocative. You died, and in the moments of death, a being &#8220;more than ghost, less than god&#8221; offered you a [...]]]></description>
			<content:encoded><![CDATA[<p>In addition to the <a href="http://ludusnovus.net/2009/11/20/dream-project-1-0-the-flight-from-zekleinenezzar/">regular</a> <a href="http://ludusnovus.net/2009/11/28/dream-project-1-5-the-fortress-of-dreams/">D&#038;D game</a> I run, I&#8217;ve just started up another tabletop RPG campaign using the <i><a href="http://www.white-wolf.com/geist/index.php">Geist</a></i> system.  Like many of White Wolf&#8217;s &#8220;limited series&#8221; games (<i>Promethean</i>, <i>Changeling</i>), the concept is incredibly provocative.  You died, and in the moments of death, a being &#8220;more than ghost, less than god&#8221; offered you a partnership.  This being, called a geist, shielded you from death and allowed you to survive.  You are a living human, but now you can see ghosts, control strange creepy powers, and even travel the underworld.  The mood of the game is a cool mix of the macabre (you died, and now you see death everywhere) and the celebratory (you got a second chance at life!  Live it up!).  </p>
<p>The bittersweet mood, morbid theme, and cool antagonists reminded me of shows like <i>Angel</i>, <i>Dead Like Me</i>, and <i>Death Note</i>.  So I decided that I wanted my campaign to run like an episodic, ensemble-cast television show.  I also wanted to explore giving players more control over the game, while maintaining primary authorship as GM; tossing a strong flavor of the indie RPG into a traditional system.  As a result, I&#8217;m using two techniques: Episode Previews and Cutscenes.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques/">The RPG Campaign as Episodic TV: Two Techniques</a>...</p>
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		<title>Dream Project 1.5: The Fortress of Dreams</title>
		<link>http://ludusnovus.net/2009/11/28/dream-project-1-5-the-fortress-of-dreams/</link>
		<comments>http://ludusnovus.net/2009/11/28/dream-project-1-5-the-fortress-of-dreams/#comments</comments>
		<pubDate>Sat, 28 Nov 2009 08:18:25 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[d&d 4e]]></category>
		<category><![CDATA[dream project]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://332717061</guid>
		<description><![CDATA[This is a summary of my ongoing Dungeons &#038; Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak. When we last left our game, the citizens of Meersha had fled a dragon who had taken over their town, heading north to the city of Decolay, which had [...]]]></description>
			<content:encoded><![CDATA[<p>This is a summary of my ongoing <i>Dungeons &#038; Dragons</i> Fourth Edition game, played with some friends from college over the internet using <a href="http://rptools.net/">MapTool</a> and <a href="http://www.teamspeak.com/">Teamspeak</a>.</p>
<p>When we last left our game, the citizens of Meersha had fled a dragon who had taken over their town, heading north to the city of Decolay, which had been out of contact for years.  When they arrived, in the midst of a thunderstorm, they found the city partly burned, with scattered fires and little signs of life.</p>
<p>The caravan was guarded by five people:<br />
Etzlojek, kobold rogue and lover of fine things, adopted by the town&#8217;s general store owner<br />
Eva, student of the local ritual mage and magic shop owner, who seems like a perfectly normal human wizard<br />
Donaar, dragonborn warlock, who ended up in town after his home city was overrun by undead<br />
Diesa, dwarven fighter, who was visiting family in town<br />
Sully, formerly-retired half-elf paladin of Erathis and party NPC, who ran the tavern in Meersha.</p>
<p>This is the second half of level one.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/11/28/dream-project-1-5-the-fortress-of-dreams/">Dream Project 1.5: The Fortress of Dreams</a>...</p>
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		<slash:comments>1</slash:comments>
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