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	<title>Ludus Novus &#187; Interactive Fiction</title>
	<atom:link href="http://ludusnovus.net/category/interactive-fiction/feed/" rel="self" type="application/rss+xml" />
	<link>http://ludusnovus.net</link>
	<description>The Art of Interaction</description>
	<lastBuildDate>Tue, 22 May 2012 04:22:06 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
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		<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>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>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2010/05/03/games-as-simulation/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>2009 XYZZY Awards Nominating</title>
		<link>http://ludusnovus.net/2010/02/25/2009-xyzzy-awards-nominating/</link>
		<comments>http://ludusnovus.net/2010/02/25/2009-xyzzy-awards-nominating/#comments</comments>
		<pubDate>Thu, 25 Feb 2010 17:28:54 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=777</guid>
		<description><![CDATA[The 2009 XYZZY Awards are in their first round of voting, which is basically a nomination round. This is the major annual award show for works of interactive fiction (text adventures). If you liked The Bryant Collection or &#8220;Backup,&#8221; voting for them in this round might be something you want to do. Of course, there [...]]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://xyzzyawards.org/">2009 XYZZY Awards</a> are in their first round of voting, which is basically a nomination round.  This is the major annual award show for works of interactive fiction (text adventures).  If you liked <i><a href="http://ludusnovus.net/my-games/the-bryant-collection/">The Bryant Collection</a></i> or &#8220;<a href="http://ludusnovus.net/2009/12/04/backup-released/">Backup</a>,&#8221; voting for them in this round might be something you want to do.</p>
<p>Of course, there have been several other awesome IF pieces released this year.  I need to play more of them myself before I can make a proper decision.</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2010/02/25/2009-xyzzy-awards-nominating/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Six Months of Games</title>
		<link>http://ludusnovus.net/2009/07/08/six-months-of-games/</link>
		<comments>http://ludusnovus.net/2009/07/08/six-months-of-games/#comments</comments>
		<pubDate>Thu, 09 Jul 2009 04:30:16 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[bars]]></category>
		<category><![CDATA[belief]]></category>
		<category><![CDATA[bryant]]></category>
		<category><![CDATA[dragon]]></category>
		<category><![CDATA[exploit]]></category>
		<category><![CDATA[game a month]]></category>
		<category><![CDATA[LORE]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[sugarcore]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=536</guid>
		<description><![CDATA[In January I resolved to release a game every month during 2009. There have been six months, and six games so far. I&#8217;m halfway done, and now is a good time to look back on those six games and how they turned out. Read the rest of Six Months of Games...]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/2009/01/04/new-years-resolution-2009/">In January</a> I resolved to release a game every month during 2009.  There have been six months, and six games so far.  I&#8217;m halfway done, and now is a good time to look back on those six games and how they turned out.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/07/08/six-months-of-games/">Six Months of Games</a>...</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2009/07/08/six-months-of-games/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>Ludus Novus 017: The Rules of the Game</title>
		<link>http://ludusnovus.net/2009/05/17/ludus-novus-017-the-rules-of-the-game/</link>
		<comments>http://ludusnovus.net/2009/05/17/ludus-novus-017-the-rules-of-the-game/#comments</comments>
		<pubDate>Sun, 17 May 2009 19:37:54 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[definitions]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[theory]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=459</guid>
		<description><![CDATA[In this podcast episode, I present and discuss my definition of the word &#8220;game.&#8221; In short, a game is an interactive simulation that provides metrics which allow a user to track progress toward a goal. Listen on to hear why Microsoft Paint is a game and why winning and losing are really the same thing. [...]]]></description>
			<content:encoded><![CDATA[<p>In this podcast episode, I present and discuss my definition of the word &#8220;game.&#8221;  In short, a game is an interactive simulation that provides metrics which allow a user to track progress toward a goal.  Listen on to hear why Microsoft Paint is a game and why winning and losing are really the same thing.</p>
<p>I&#8217;d love to hear what you think!  Comment if you have any opinions on the things I discuss in this episode.</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2009/05/17/ludus-novus-017-the-rules-of-the-game/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
			<enclosure url="http://ludusnovus.net/podpress_trac/feed/459/0/ludusnovus017.mp3" length="14939246" type="audio/mpeg" />
		<itunes:duration>0:15:34</itunes:duration>
		<itunes:subtitle>In this podcast episode, I present and discuss my definition of the word &#8220;game.&#8221;  In short, a game is an interactive simulation that provides metrics which allow a user to track progress toward a goal.  Listen on to hear why Microsoft Pa[...]</itunes:subtitle>
		<itunes:summary>In this podcast episode, I present and discuss my definition of the word &#8220;game.&#8221;  In short, a game is an interactive simulation that provides metrics which allow a user to track progress toward a goal.  Listen on to hear why Microsoft Paint is a game and why winning and losing are really the same thing.
I&#8217;d love to hear what you think!  Comment if you have any opinions on the things I discuss in this episode.</itunes:summary>
		<itunes:keywords>Podcasts, Roleplaying</itunes:keywords>
		<itunes:author>Gregory Weir</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>On The Bryant Collection</title>
		<link>http://ludusnovus.net/2009/04/13/on-the-bryant-collection/</link>
		<comments>http://ludusnovus.net/2009/04/13/on-the-bryant-collection/#comments</comments>
		<pubDate>Mon, 13 Apr 2009 15:02:53 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[bryant]]></category>
		<category><![CDATA[my games]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=426</guid>
		<description><![CDATA[I learned an important lesson a week or so ago: don&#8217;t release games on April Fool&#8217;s Day. I thought that April 1st would be a fun day to release The Bryant Collection, with its hard-to-believe premise and odd approach. The result? I think a lot of folks saw the post, said &#8220;ha, ha!&#8221; and assumed [...]]]></description>
			<content:encoded><![CDATA[<p>I learned an important lesson a week or so ago: don&#8217;t release games on April Fool&#8217;s Day.  I thought that April 1st would be a fun day to release <i>The Bryant Collection</i>, with its hard-to-believe premise and odd approach.  The result?  I think a lot of folks saw the post, said &#8220;ha, ha!&#8221; and assumed the whole thing was a joke.  The biggest reaction I got was <a href="http://groups.google.com/group/rec.games.int-fiction/msg/81d231b91f65b057">a flame</a> from someone who&#8217;d evidently had one too many websites change up their CSS stylesheets on him.</p>
<p>It&#8217;s a shame, because despite the premise and backstory, <i><a href="http://ludusnovus.net/my-games/the-bryant-collection/">The Bryant Collection</a></i> is a real game, and one that I poured a lot of effort and heart into.  But I haven&#8217;t gotten a single review, game entry on an IF site, or even a comment from someone who&#8217;s played the game.  The only e-mail I&#8217;ve gotten about it is from my parents.</p>
<p>In retrospect, I shouldn&#8217;t be surprised.  Mixing truth and fiction is risky enough when it&#8217;s not on a day dedicated to lies, and the games from the <a href="http://www.springthing.net/2009/">Spring Thing</a> were released at almost the exact same time.  The Spring Thing is probably the second or third biggest IF event of the year, so naturally <i>Bryant</i> would be overshadowed by those games, especially if it&#8217;s dismissed as a joke.</p>
<p>This post isn&#8217;t a cry for attention or anything.  I just wanted to share my reactions when a game doesn&#8217;t get very well-received, since I always post when a game gets positive reactions.</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2009/04/13/on-the-bryant-collection/feed/</wfw:commentRss>
		<slash:comments>23</slash:comments>
		</item>
		<item>
		<title>The Bryant Collection Released</title>
		<link>http://ludusnovus.net/2009/04/01/the-bryant-collection-released/</link>
		<comments>http://ludusnovus.net/2009/04/01/the-bryant-collection-released/#comments</comments>
		<pubDate>Wed, 01 Apr 2009 05:12:32 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Games Releases]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[bryant]]></category>
		<category><![CDATA[game releases]]></category>
		<category><![CDATA[my games]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=419</guid>
		<description><![CDATA[Right on the heels of my last release, here&#8217;s my April game, The Bryant Collection. This one is a bit of a cop-out; it&#8217;s not actually my game. Instead, it&#8217;s a translation of someone else&#8217;s work into interactive fiction. An excerpt from my release post on RGIF: A few months ago, I found an old [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/games/bryantcollection.zblorb"><img src="http://ludusnovus.net/images/bryant200x200.jpg" class="leadimage" /></a></p>
<p>Right on the heels of my last release, here&#8217;s my April game, <i>The Bryant Collection</i>.  This one is a bit of a cop-out; it&#8217;s not actually <em>my</em> game.  Instead, it&#8217;s a translation of someone else&#8217;s work into interactive fiction.</p>
<p>An excerpt from my <a href="http://groups.google.com/group/rec.games.int-fiction/browse_thread/thread/71691fd9a498faca">release post on RGIF</a>:</p>
<blockquote><p>A few months ago, I found an old strongbox at a garage sale.  The box was full of papers written by a woman named Laura Bryant.  The majority of the stuff in the box was a collection of what she called &#8220;story worlds.&#8221;</p>
<p>These story worlds are akin to interactive fiction or roleplaying games; they&#8217;re designed for one player and one mediator who serves as the parser or the game master.  The earliest date on a story world in the box is 1964, which means these works predate Crowther and Woods&#8217;s <i>Adventure</i>, <i>Dungeons &#038; Dragons</i>, or Wesely&#8217;s <i>Braunstein</i>.  The Bryant Collection contains the five stories that I found the most interesting and feasible to convert to IF:</p>
<ul>
<li>&#8220;The End of the World&#8221; is a story about lunch.</li>
<li>&#8220;Morning in the Garden&#8221; is a story about dealing with annoying people.</li>
<li>&#8220;Tower of Hanoi&#8221; is a rather interesting little puzzle, but not what you think.  It came with a sort of feelie in the strongbox, which is included as an IF object.</li>
<li>&#8220;Going Home Again&#8221; is a story about growing up.</li>
<li>&#8220;Undelivered Love Letter&#8221; is a story about airports.</li>
</ul>
</blockquote>
<p><a href="http://ludusnovus.net/games/bryantcollection.zblorb"><strong>Download <i>The Bryant Collection</i>.</strong></a></p>
<p>For more information, including links to interpreters that will run the game, see <a href="http://ludusnovus.net/my-games/the-bryant-collection/">the game page</a>.</p>
]]></content:encoded>
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		<slash:comments>8</slash:comments>
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		<item>
		<title>Majesty Wins JIG Art Game Audience Award</title>
		<link>http://ludusnovus.net/2009/01/29/majesty-wins-jig-art-game-audience-award/</link>
		<comments>http://ludusnovus.net/2009/01/29/majesty-wins-jig-art-game-audience-award/#comments</comments>
		<pubDate>Thu, 29 Jan 2009 18:00:47 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[awards]]></category>
		<category><![CDATA[jayisgames]]></category>
		<category><![CDATA[majesty]]></category>
		<category><![CDATA[my games]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=316</guid>
		<description><![CDATA[Casual Gameplay/Jay Is Games has released their Best of Casual Gameplay 2008 awards, and my game &#8220;(I Fell In Love With) The Majesty of Colors&#8221; won the Audience Award for the Best Interactive Art or Webtoy (Browser) category! I got 15.9% of the popular vote, beating out such awesome games as &#8220;I Wish I Were [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://jayisgames.com/">Casual Gameplay/Jay Is Games</a> has released their <a href="http://jayisgames.com/best-of/2008/">Best of Casual Gameplay 2008 awards</a>, and my game &#8220;<a href="http://ludusnovus.net/my-games/the-majesty-of-colors/">(I Fell In Love With) The Majesty of Colors</a>&#8221; won the Audience Award for the <a href="http://jayisgames.com/best-of/2008/interactive-art-or-webtoy-results/">Best Interactive Art or Webtoy (Browser)</a> category!  I got 15.9% of the popular vote, beating out such awesome games as &#8220;<a href="http://www.ludomancy.com/games/MoonWish.html">I Wish I Were the Moon</a>&#8221; and <i><a href="http://www.komix-games.com/game.php?game=Coil">Coil</a></i>.  Those two games shared the editors&#8217; award for the same category, which was entirely deserved.</p>
<p>Other games in the awards that caught my eye:</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2009/01/29/majesty-wins-jig-art-game-audience-award/">Majesty Wins JIG Art Game Audience Award</a>...</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2009/01/29/majesty-wins-jig-art-game-audience-award/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Hope for the Future</title>
		<link>http://ludusnovus.net/2008/12/12/hope-for-the-future/</link>
		<comments>http://ludusnovus.net/2008/12/12/hope-for-the-future/#comments</comments>
		<pubDate>Fri, 12 Dec 2008 19:18:26 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[anthropy]]></category>
		<category><![CDATA[benmergui]]></category>
		<category><![CDATA[gamesetwatch]]></category>
		<category><![CDATA[lists]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=206</guid>
		<description><![CDATA[Premier video game industry news site Gamasutra just released their top 5 indie games of the year. Number one is Daniel Benmergui&#8217;s wonderful &#8220;I Wish I Were the Moon,&#8221; which I&#8217;ve mentioned before. Number two is &#8220;Everybody Dies,&#8221; third-place winner in the 2008 Interactive Fiction Competition and a game I&#8217;ve yet to play. These two [...]]]></description>
			<content:encoded><![CDATA[<p>Premier video game industry news site <a href="http://www.gamasutra.com/">Gamasutra</a> just released their <a href="http://www.gamasutra.com/php-bin/news_index.php?story=21369">top 5 indie games of the year</a>.  Number one is Daniel Benmergui&#8217;s wonderful &#8220;<a href="http://www.kongregate.com/games/danielben/i-wish-i-were-the-moon">I Wish I Were the Moon</a>,&#8221; which I&#8217;ve <a href="http://ludusnovus.net/2008/09/17/benmerguis-three-views-of-love/">mentioned before</a>.  Number two is &#8220;<a href="http://ifdb.tads.org/viewgame?history&#038;id=lyblvftb8xtlo0a1">Everybody Dies</a>,&#8221; third-place winner in the <a href="http://ifcomp.org/">2008 Interactive Fiction Competition</a> and a game I&#8217;ve yet to play.  These two selections give me a great deal of hope for the future of interactive entertainment.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2008/12/12/hope-for-the-future/">Hope for the Future</a>...</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Terror of Choice</title>
		<link>http://ludusnovus.net/2008/11/19/the-terror-of-choice/</link>
		<comments>http://ludusnovus.net/2008/11/19/the-terror-of-choice/#comments</comments>
		<pubDate>Wed, 19 Nov 2008 18:11:08 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[complexity]]></category>
		<category><![CDATA[goals]]></category>
		<category><![CDATA[psychology]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=173</guid>
		<description><![CDATA[As I sat at my desk sketching out a puzzle structure for my next game and listening to the latest episode of Radiolab, &#8220;Choice,&#8221; I started to think about complexity in goal trees. Just about any game&#8217;s structure can be represented as a tree (a partially-ordered set, really) of goals, some of which are required [...]]]></description>
			<content:encoded><![CDATA[<p>As I sat at my desk sketching out a puzzle structure for my next game and listening to the <a href="http://blogs.wnyc.org/radiolab/2008/11/18/choice/">latest episode of Radiolab</a>, &#8220;Choice,&#8221;  I started to think about complexity in goal trees.  Just about any game&#8217;s structure can be represented as a tree (a partially-ordered set, really) of goals, some of which are required before others.</p>
<p>For the simplest of games, this tree consists of a straight line of nodes labeled something like &#8220;Reach Checkpoint 1,&#8221; &#8220;Reach Checkpoint 2,&#8221; and &#8220;Beat Boss.&#8221;  Games with a hint of nonlinearity, however, can often have rather complicated goal trees.  The simple tree has a <em>branching factor</em> of one.  Each action, or node, has only one successor action.  The game <i>Planescape: Torment</i>, on the other hand, has a branching factor of more than ten in some places, such as just after the player reaches the Clerk&#8217;s Ward.  There are many the player can go or quests she can pursue, each separate and rather complex in its own right.</p>
<p>I&#8217;ve been playing <i>The Elder Scrolls IV: Oblivion</i> lately, and that is a game with a branching factor.  Each town has four or more quests connected to it, in addition to the main quest, which itself sometimes branches into subquests.  Add to this the guilds, of which there are at least four, and the game gets a bit intimidating for me.  I hesitate to even <em>mention</em> the plugins and expansions.  I walked through the door to the Shivering Isles, a whole new country with its own central plot, towns and sidequests.  I think I lasted about fifteen minutes before I retreated back to Cyrodiil, overwhelmed.  <i>Oblivion</i>&#8216;s branching factor is a bit too large for my tastes.  So what, then, is the optimal branching factor?  Let&#8217;s look at some examples.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2008/11/19/the-terror-of-choice/">The Terror of Choice</a>...</p>
]]></content:encoded>
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		<title>The Most Important Games</title>
		<link>http://ludusnovus.net/2008/10/27/the-most-important-games/</link>
		<comments>http://ludusnovus.net/2008/10/27/the-most-important-games/#comments</comments>
		<pubDate>Mon, 27 Oct 2008 19:08:55 +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[history]]></category>
		<category><![CDATA[lists]]></category>
		<category><![CDATA[top ten]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=135</guid>
		<description><![CDATA[&#8220;The 99th&#8221; over at Play This Thing! posted a list of the top ten most important games in history. It includes such things as family, fiat money, and Passage. I&#8217;ve got issue with a lot of things about this list. First, as with most top ten lists, there is an issue of definition. What is [...]]]></description>
			<content:encoded><![CDATA[<p>&#8220;The 99th&#8221; over at <a href="http://playthisthing.com/">Play This Thing!</a> posted a <a href="http://playthisthing.com/top-10-most-important-games-history">list</a> of the top ten most important games in history.  It includes such things as family, fiat money, and <i><a href="http://hcsoftware.sourceforge.net/passage/">Passage</a></i>.  I&#8217;ve got issue with a lot of things about this list.</p>
<p>First, as with most top ten lists, there is an issue of definition.  What is a game?  The much-lauded <a href="http://www.erasmatazz.com/">Chris Crawford</a> has claimed that a game must be made for money, must have a goal, and must allow you to attack your opponent, among other things.  By this definition, <i>The Sims</i>, <i>Tetris</i>, and the original release of <i><a href="http://agtp.romhack.net/project.php?id=cavestory">Cave Story</a></i> are not games.  Many <a href="http://en.wikipedia.org/wiki/Game">other definitions of games</a> include &#8220;fun,&#8221; &#8220;play,&#8221; or &#8220;artificial,&#8221; although mathematical game theorists would vehemently argue otherwise.  Let&#8217;s see if we can come up with a definition in the spirit of The 99th&#8217;s list.</p>
<p>For the purposes of this post, a &#8220;game&#8221; is a goal-oriented activity with artificially-established rules that are shared among multiple participants, called &#8220;players.&#8221;  Players need not play simultaneously or adversarially.  By &#8220;historically important,&#8221; I choose to mean &#8220;most significantly contributed to and/or were most necessary for the existence of the sort of games I discuss on this site.&#8221;  As an initial disclaimer: I am not a historian.  Now, for my version of The 99th&#8217;s list.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2008/10/27/the-most-important-games/">The Most Important Games</a>...</p>
]]></content:encoded>
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		<title>Morbus 3 &#8211; The Dizzying Tower</title>
		<link>http://ludusnovus.net/2008/10/08/morbus-3-the-dizzying-tower/</link>
		<comments>http://ludusnovus.net/2008/10/08/morbus-3-the-dizzying-tower/#comments</comments>
		<pubDate>Wed, 08 Oct 2008 12:02:40 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Adventures]]></category>
		<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[Morbus]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[adventures]]></category>
		<category><![CDATA[d&d 4e]]></category>
		<category><![CDATA[morbus]]></category>
		<category><![CDATA[tower]]></category>
		<category><![CDATA[undead]]></category>
		<category><![CDATA[zombies]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=78</guid>
		<description><![CDATA[The third episode of my D&#038;D 4th Edition game is done. In this adventure, the party is waylaid by illusions emanating from a mysterious tower occupied by a deceitful gnomish wizard. This adventure is designed for four 3rd-level characters, and should provide them with half of a level&#8217;s experience, or take them to fourth level [...]]]></description>
			<content:encoded><![CDATA[<p>The third episode of my <abbr title="Dungeons &#038; Dragons">D&#038;D</abbr> 4th Edition game is done.  In this adventure, the party is waylaid by illusions emanating from a mysterious tower occupied by a deceitful gnomish wizard.</p>
<p>This adventure is designed for four 3rd-level characters, and should provide them with half of a level&#8217;s experience, or take them to fourth level if you double experience as I do.  Note that because I double experience, this adventure contains a full level&#8217;s worth of treasure.  GMs using this adventure will want to adjust accordingly.  The full adventure is after the break.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2008/10/08/morbus-3-the-dizzying-tower/">Morbus 3 &#8211; The Dizzying Tower</a>...</p>
]]></content:encoded>
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		<title>The Interactive Fiction Genre</title>
		<link>http://ludusnovus.net/2008/09/08/the-interactive-fiction-genre/</link>
		<comments>http://ludusnovus.net/2008/09/08/the-interactive-fiction-genre/#comments</comments>
		<pubDate>Mon, 08 Sep 2008 12:00:08 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[genre]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=35</guid>
		<description><![CDATA[In my last podcast, I didn&#8217;t even bring up interactive fiction, which suffers from genre staleness as much or more than other types of games. If you have a text game, you&#8217;re almost guaranteed that you&#8217;ve got a nonviolent, turn-based game where you solve puzzles in a game with a specific sort of world model. [...]]]></description>
			<content:encoded><![CDATA[<p>In my <a href="http://ludusnovus.net/2008/09/06/ludus-novus-012-genre-fiction/">last podcast</a>, I didn&#8217;t even bring up interactive fiction, which suffers from genre staleness as much or more than other types of games.  If you have a text game, you&#8217;re almost guaranteed that you&#8217;ve got a nonviolent, turn-based game where you solve puzzles in a game with a specific sort of world model.  Sure, there are a few exceptions: <a href="http://spacecatrocketship.blogspot.com/">C.E.J. Pacian</a>&#8216;s <i><a href="http://spacecatrocketship.blogspot.com/2008/03/gun-mute-download-now.html">Gun Mute</a></i>, <a href="http://www.joltcountry.com/index.php">Robb Sherwin</a>&#8216;s <i><a href="http://www.joltcountry.com/games/necroticdrift.html">Necrotic Drift</a></i>, and <a href="http://adamcadre.ac">Adam Cadre</a>&#8216;s <i><a href="http://adamcadre.ac/if.html#Lock&#038;Key">Lock &#038; Key</a></i>, to name a few.  But by and large, interactive fiction is cerebral and derivative of the seminal works: <i>Colossal Cave Adventure</i>, <i>Zork</i>, and Graham Nelson&#8217;s <i><a href="http://www.ifwiki.org/index.php/Curses">Curses</a></i>.</p>
<p>Where is the interactive fiction that simulates colonizing space?  Where are the text games that have the same playful feeling as <i>Katamari Damacy</i>?  Why are text adventures always either puzzle-filled exploration games or highbrow, slow-paced stories?</p>
<p>I&#8217;m being a bit cruel, I think.  But I still can&#8217;t think of a single piece of interactive fiction that I&#8217;d pick up and play for fun after finishing it once.  There&#8217;s no gameplay to most IF except puzzle solving and figuring out what happens next.  A good friend of mine once pointed out that in interactive fiction, you never really <em>do</em> stuff.</p>
<p>I&#8217;d like to see that change.</p>
]]></content:encoded>
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		<title>Phyta: Games As Poetry</title>
		<link>http://ludusnovus.net/2008/06/12/phyta-games-as-poetry/</link>
		<comments>http://ludusnovus.net/2008/06/12/phyta-games-as-poetry/#comments</comments>
		<pubDate>Fri, 13 Jun 2008 02:24:47 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[emotion]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[phyta]]></category>
		<category><![CDATA[poetry]]></category>
		<category><![CDATA[tetris]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=28</guid>
		<description><![CDATA[In Episode 5, I discussed the difference between short form and long form video games and interactive fiction. I compared certain games to short stories and novels, but I didn&#8217;t discuss the third well-known form of artistic writing: poetry. A poem is a work of language where the properties of the language itself &#8212; rhythm, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.cambriangames.com/current.html"><img src="http://ludusnovus.net/images/phyta_screen.jpg" alt="A dark vine climbs toward a dark sun, with a golden creature fleeing its approach." title="A dark vine climbs toward a dark sun, with a golden creature fleeing its approach." style="float: right;" /></a></p>
<p>In <a href="http://ludusnovus.net/2006/09/27/ludus-novus-005-level-cap/">Episode 5</a>, I discussed the difference between short form and long form video games and interactive fiction.  I compared certain games to short stories and novels, but I didn&#8217;t discuss the third well-known form of artistic writing: poetry.  A poem is a work of language where the properties of the language itself &mdash; rhythm, sound, and imagery &mdash; are as important (or more important) than the words&#8217; literal meaning and the narrative content of the work.</p>
<p>When I think of &#8220;poetic&#8221; games, where the form is as important as the content, I think of <i>Tetris</i>.  <i>Tetris</i> is a game with a very simple narrative: pieces are falling, and must be organized or else the game ends.  The story isn&#8217;t very important.  What stands out about <i>Tetris</i> is its feeling and gameplay: the imagery and form of the game.  The excitement of the race against time, the satisfaction of clearing a row, and the imagery of building a wall and tearing one down, where any hole is a flaw.</p>
<p>&#8220;<a href="http://www.cambriangames.com/current.html">Phyta</a>,&#8221; by <a href="http://www.cambriangames.com/">Abraham Parangi</a>, is a poetic game.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2008/06/12/phyta-games-as-poetry/">Phyta: Games As Poetry</a>...</p>
]]></content:encoded>
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		<title>Ludus Novus 011: Written in Blood</title>
		<link>http://ludusnovus.net/2008/06/09/ludus-novus-011-written-in-blood/</link>
		<comments>http://ludusnovus.net/2008/06/09/ludus-novus-011-written-in-blood/#comments</comments>
		<pubDate>Tue, 10 Jun 2008 02:13:31 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[contract]]></category>
		<category><![CDATA[goals]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=22</guid>
		<description><![CDATA[In this podcast, I discuss the player-author contract. An interactive work sets up a trust between the player and the work&#8217;s author. This takes the form of a contract which, when violated, can cause the player to reject the work. The Player-Author Contract The work can be played by the player. Violated by games which [...]]]></description>
			<content:encoded><![CDATA[<p>In this podcast, I discuss the player-author contract.  An interactive work sets up a trust between the player and the work&#8217;s author.  This takes the form of a contract which, when violated, can cause the player to reject the work.</p>
<ol>
<lh style="font-size: 1.5em; font-weight: bold;">The Player-Author Contract</lh></p>
<li>
  The work can be played by the player.</p>
<ul>
<li>Violated by games which are unexpectedly incompatible with the player&#8217;s system.</li>
</ul>
</li>
<li>
  The entire work can be played by the player.</p>
<ul>
<li>Violated by &#8220;game-breaking&#8221; bugs as in <i>Battletoads</i> and <i>Pac-Man</i></li>
</ul>
</li>
<li>
  Through playing the work, the player can affect the progression of the work.</p>
<ul>
<li>Subverted by &#8220;<a href="http://ifwiki.org/index.php/Rameses">Rameses</a>&#8220;</li>
</ul>
</li>
<li>The events in the work are governed by a set of rules.
<ul>
<li>Violated by some <i>Choose Your Own Adventure</i> games</li>
</ul>
</li>
<li>
  The rules of the work do not change without warning.</p>
<ul>
<li>Subverted by <a href="http://www.yoyogames.com/games/show/32253"><i>Karoshi 2.0</i></a></li>
</ul>
</li>
<li>
  Any player failure can be avoided by player actions.</p>
<ul>
<li>Violated by <em>really hard</em> games.</li>
<li>Subverted by <a href="http://kayin.pyoko.org/iwbtg/"><i>I Wanna Be The Guy</i></a> and similar games and custom levels.</li>
</ul>
</li>
<li>The author provides some goal that the player can pursue.</li>
<ul>
<li>Violated or subverted by <a href="http://anywherebb.com/postline/index.php?l=D4JeGEdhacS6Srr6NfweDCUh&#038;r=lYUhcug3l3hh9gr6Rtv1flhhT4s6Spx5"><i>Noctis</i></a>.</li>
</ul>
<li>The player can evaluate progress toward a provided goal.
<ul>
<li>Let me know if you know a game that violates or subverts this!</li>
</ul>
</li>
</ol>
<p>Also see <a href="http://www.jesperjuul.net/text/withoutagoal/">Without a Goal: On open and expressive games</a> by <a href="http://www.jesperjuul.net/">Jesper Juul</a>.</p>
<p>The music for this episode is &#8220;<a href="http://ccmixter.org/files/DURDEN/15248">Broken (DURDEN version)</a>&#8221; by <a href="http://ccmixter.org/people/DURDEN">DURDEN</a> and featuring Trifonic &#038; Amelia June, and is available under a <a href="http://creativecommons.org/licenses/by-nc/3.0/">Creative Commons Attribution-NonCommercial 3.0 license</a>.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
			<enclosure url="http://ludusnovus.net/podpress_trac/feed/22/0/ludusnovus011.mp3" length="26113815" type="audio/mpeg" />
		<itunes:duration>0:27:12</itunes:duration>
		<itunes:subtitle>In this podcast, I discuss the player-author contract.  An interactive work sets up a trust between the player and the work&#8217;s author.  This takes the form of a contract which, when violated, can cause the player to reject the work.

The Player[...]</itunes:subtitle>
		<itunes:summary>In this podcast, I discuss the player-author contract.  An interactive work sets up a trust between the player and the work&#8217;s author.  This takes the form of a contract which, when violated, can cause the player to reject the work.

The Player-Author Contract

  The work can be played by the player.

Violated by games which are unexpectedly incompatible with the player&#8217;s system.



  The entire work can be played by the player.

Violated by &#8220;game-breaking&#8221; bugs as in Battletoads and Pac-Man



  Through playing the work, the player can affect the progression of the work.

Subverted by &#8220;Rameses&#8220;


The events in the work are governed by a set of rules.

Violated by some Choose Your Own Adventure games



  The rules of the work do not change without warning.

Subverted by Karoshi 2.0



  Any player failure can be avoided by player actions.

Violated by really hard games.
Subverted by I Wanna Be The Guy and similar games and custom levels.


The author provides some goal that the player can pursue.

Violated or subverted by Noctis.

The player can evaluate progress toward a provided goal.

Let me know if you know a game that violates or subverts this!



Also see Without a Goal: On open and expressive games by Jesper Juul.
The music for this episode is &#8220;Broken (DURDEN version)&#8221; by DURDEN and featuring Trifonic &#038; Amelia June, and is available under a Creative Commons Attribution-NonCommercial 3.0 license.</itunes:summary>
		<itunes:keywords>Podcasts</itunes:keywords>
		<itunes:author>Gregory Weir</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Ludus Novus 005: Level Cap</title>
		<link>http://ludusnovus.net/2006/09/27/ludus-novus-005-level-cap/</link>
		<comments>http://ludusnovus.net/2006/09/27/ludus-novus-005-level-cap/#comments</comments>
		<pubDate>Thu, 28 Sep 2006 00:03:00 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[Podcasts]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2006/09/27/ludus-novus-005-level-cap/</guid>
		<description><![CDATA[Length of works: is a given game most like a short story or a novel, and how can length affect content? References: Morrowind from Bethesda Softworks Jigsaw by Graham Nelson &#8220;Slouching Toward Bedlam&#8221; by Daniel Ravipinto and Star Foster Grim Fandango from LucasArts The Myst series from Cyan Worlds The Prince of Persia: Sands of [...]]]></description>
			<content:encoded><![CDATA[<p>Length of works: is a given game most like a short story or a novel, and how can length affect content?</p>
<p>References:</p>
<ul>
<li><a href="http://www.elderscrolls.com/games/morrowind_overview.htm"><i>Morrowind</i></a> from <a href="http://www.bethsoft.com/">Bethesda Softworks</a></li>
<li><a href="http://www.wurb.com/if/game/117"><i>Jigsaw</i></a> by <a href="http://www.gnelson.demon.co.uk/">Graham Nelson</a></li>
<li>&#8220;<a href="http://www.peccable.com/current/if.shtml">Slouching Toward Bedlam</a>&#8221; by <a href="http://www.peccable.com/">Daniel Ravipinto</a> and <a href="http://www.sarcasmoscorner.com/">Star Foster</a></li>
<li><a href="http://www.lucasarts.com/products/grim/"><i>Grim Fandango</i></a> from <a href="http://www.lucasarts.com/">LucasArts</a></li>
<li><a href="http://www.riven.com/">The <i>Myst</i> series</a> from <a href="http://www.cyanworlds.com/">Cyan Worlds</a></li>
<li>The <a href="http://www.princeofpersiagame.com/sandsoftime/us/thesandsoftime/index.php"><i>Prince of Persia: Sands of Time</i></a> series from <a href="http://www.ubi.com/">Ubisoft</a></li>
</ul>
<p>The next episode will be a new segment called False Narrativism.</p>
]]></content:encoded>
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			<enclosure url="http://ludusnovus.net/podpress_trac/feed/9/0/LudusNovus005.mp3" length="11028480" type="audio/mpeg" />
		<itunes:duration>0:11:29</itunes:duration>
		<itunes:subtitle>Length of works: is a given game most like a short story or a novel, and how can length affect content?
References:

Morrowind from Bethesda Softworks
Jigsaw by Graham Nelson
&#8220;Slouching Toward Bedlam&#8221; by Daniel Ravipinto and Star Foster
[...]</itunes:subtitle>
		<itunes:summary>Length of works: is a given game most like a short story or a novel, and how can length affect content?
References:

Morrowind from Bethesda Softworks
Jigsaw by Graham Nelson
&#8220;Slouching Toward Bedlam&#8221; by Daniel Ravipinto and Star Foster
Grim Fandango from LucasArts
The Myst series from Cyan Worlds
The Prince of Persia: Sands of Time series from Ubisoft

The next episode will be a new segment called False Narrativism.</itunes:summary>
		<itunes:keywords>Podcasts</itunes:keywords>
		<itunes:author>Gregory Weir</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Ludus Novus 004: Hurt Me Plenty</title>
		<link>http://ludusnovus.net/2006/08/29/ludus-novus-004-hurt-me-plenty/</link>
		<comments>http://ludusnovus.net/2006/08/29/ludus-novus-004-hurt-me-plenty/#comments</comments>
		<pubDate>Tue, 29 Aug 2006 04:55:52 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Roleplaying]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2006/08/29/ludus-novus-004-hurt-me-plenty/</guid>
		<description><![CDATA[Difficulty and completeness: Why do games have to be hard, and how is finishing a game separate from completing it? The music for this episode is &#8220;Big Bad World One&#8221; by Jonathan Coulton, and is available under a cc by-nc-sa 2.5 license. This episode, unlike most, is available under a cc by-nc-sa 2.5 license. References: [...]]]></description>
			<content:encoded><![CDATA[<p>Difficulty and completeness: Why do games have to be hard, and how is finishing a game separate from completing it?</p>
<p>The music for this episode is &#8220;<a href="http://www.jonathancoulton.com/lyrics/big-bad-world-one">Big Bad World One</a>&#8221; by <a href="http://www.jonathancoulton.com/">Jonathan Coulton</a>, and is available under a <a href="http://creativecommons.org/licenses/by-nc-sa/2.5/">cc by-nc-sa 2.5 license</a>.</p>
<p>This episode, unlike most, is available under a <a href="http://creativecommons.org/licenses/by-nc-sa/2.5/">cc by-nc-sa 2.5 license</a>.</p>
<p>References:</p>
<ul>
<li><a href="http://www.idsoftware.com/games/doom/doom-ultimate/"><i>Doom</i></a> by <a href="http://www.idsoftware.com/">id Software</a></li>
<li><a href="http://www.princeofpersiagame.com/us/ww/"><i>Prince of Persia: Warrior Within</i></a> by <a href="http://www.ubisoft.com/">Ubisoft</a></li>
<li><a href="http://www.ifarchive.org/if-archive/info/Craft.Of.Adventure.txt"><i>The Craft of Adventure</i></a> by <a href="http://www.gnelson.demon.co.uk/">Graham Nelson</a></li>
<li><i>Adventure</i> by Will Crowther and Don Woods</li>
<li><i>Pac-Man</i> by <a href="http://namco.com/">Namco</a></li>
<li><a href="http://www.zelda.com/universe/game/zelda/"><i>The Legend of Zelda</i></a> by <a href="http://www.nintendo.com/">Nintendo</a></li>
<li><a href="http://www.worldofwarcraft.com/"><i>World of Warcraft</i></a> by <a href="http://www.blizzard.com/">Blizzard Entertainment</a></li>
<li><a href="http://www.prey.com/"><i>Prey</i></a> by <a href="http://www.humanhead.com/">Human Head Studios</a> and published by <a href="http://www.3drealms.com/">3D Realms</a></li>
<li><i>The 7th Guest</i> by Virgin Games</li>
<li>&#8220;<a href="http://plover.net/~bonds/IF.html">Rameses</a>&#8221; by <a href="http://plover.net/~bonds/">Stephen Bond</a></li>
<li>&#8220;<a href="http://adamcadre.ac/photopia.html">Photopia</a>&#8221; by <a href="http://adamcadre.ac/">Adam Cadre</a></li>
</ul>
<p>The next episode will be about the length of games and how that relates to game classification.  Is there a distinction between an interactive &#8220;short story&#8221; and an interactive &#8220;novel&#8221;?  If you have comments or ideas, contact me at <a href="mailto:gregory@ludusnovus.net">gregory@ludusnovus.net</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2006/08/29/ludus-novus-004-hurt-me-plenty/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
			<enclosure url="http://ludusnovus.net/podpress_trac/feed/8/0/LudusNovus004.mp3" length="21739520" type="audio/mpeg" />
		<itunes:duration>0:22:39</itunes:duration>
		<itunes:subtitle>Difficulty and completeness: Why do games have to be hard, and how is finishing a game separate from completing it?
The music for this episode is &#8220;Big Bad World One&#8221; by Jonathan Coulton, and is available under a cc by-nc-sa 2.5 license.
[...]</itunes:subtitle>
		<itunes:summary>Difficulty and completeness: Why do games have to be hard, and how is finishing a game separate from completing it?
The music for this episode is &#8220;Big Bad World One&#8221; by Jonathan Coulton, and is available under a cc by-nc-sa 2.5 license.
This episode, unlike most, is available under a cc by-nc-sa 2.5 license.
References:

Doom by id Software
Prince of Persia: Warrior Within by Ubisoft
The Craft of Adventure by Graham Nelson
Adventure by Will Crowther and Don Woods
Pac-Man by Namco
The Legend of Zelda by Nintendo
World of Warcraft by Blizzard Entertainment
Prey by Human Head Studios and published by 3D Realms
The 7th Guest by Virgin Games
&#8220;Rameses&#8221; by Stephen Bond
&#8220;Photopia&#8221; by Adam Cadre

The next episode will be about the length of games and how that relates to game classification.  Is there a distinction between an interactive &#8220;short story&#8221; and an interactive &#8220;novel&#8221;?  If you have comments or ideas, contact me at gregory@ludusnovus.net.</itunes:summary>
		<itunes:keywords>Podcasts, Roleplaying</itunes:keywords>
		<itunes:author>Gregory Weir</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Ludus Novus 003: Not the Same Thing After All</title>
		<link>http://ludusnovus.net/2006/08/20/ludus-novus-003-not-the-same-thing-after-all/</link>
		<comments>http://ludusnovus.net/2006/08/20/ludus-novus-003-not-the-same-thing-after-all/#comments</comments>
		<pubDate>Mon, 21 Aug 2006 03:59:28 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Roleplaying]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2006/08/20/ludus-novus-003-not-the-same-thing-after-all/</guid>
		<description><![CDATA[Variable player experience: What do we mean by interaction, and how can two players have different experiences with the same work? The music for this episode is Enrique Granados&#8217;s &#8220;Spanish Dance n. 2&#8221; performed by Mario Mattioli, and is available under a cc by-nc 2.5 license. This is the first episode in which I&#8217;ve talked [...]]]></description>
			<content:encoded><![CDATA[<p>Variable player experience: What do we mean by interaction, and how can two players have different experiences with the same work?</p>
<p>The music for this episode is Enrique Granados&#8217;s &#8220;<a href="http://ccmixter.org/media/files/keyborg/2483">Spanish Dance n. 2</a>&#8221; performed by <a href="http://ccmixter.org/media/people/keyborg">Mario Mattioli</a>, and is available under a <a href="http://creativecommons.org/licenses/by-nc/2.5/">cc by-nc 2.5 license</a>.</p>
<p>This is the first episode in which I&#8217;ve talked much about table-top <a href="http://en.wikipedia.org/wiki/Role-playing_games">roleplaying games</a>.</p>
<p>References:</p>
<ul>
<li><a href="http://www.idsoftware.com/games/doom/doom-ultimate/"><i>Doom</i></a> by <a href="http://www.idsoftware.com/">id Software</a></li>
<li><a href="http://www.lcc.gatech.edu/~murray/hoh/hoh.html"><i>Hamlet on the Holodeck</i></a> by <a href="http://www.lcc.gatech.edu/%7Emurray/">Janet H. Murray</a>.</li>
<li>&#8220;<a href="http://plover.net/~bonds/IF.html">Rameses</a>&#8221; by <a href="http://plover.net/~bonds/">Stephen Bond</a></li>
<li><a href="http://www.wizards.com/Dnd/"><i>Dungeons &#038; Dragons</i></a> currently published by <a href="http://www.wizards.com/">Wizards of the Coast</a></li>
</ul>
<p><em>(Note: I&#8217;m going to start putting the titles of <abbr title="Interactive Fiction">IF</abbr> pieces from the <a href="http://www.ifcomp.org/">IF Comp</a> in quotes, as that competition is intended for short works, so participants presumably intended their pieces to be analogous to short stories.)</em></p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2006/08/20/ludus-novus-003-not-the-same-thing-after-all/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://ludusnovus.net/podpress_trac/feed/7/0/LudusNovus003.mp3" length="22661120" type="audio/mpeg" />
		<itunes:duration>0:23:36</itunes:duration>
		<itunes:subtitle>Variable player experience: What do we mean by interaction, and how can two players have different experiences with the same work?
The music for this episode is Enrique Granados&#8217;s &#8220;Spanish Dance n. 2&#8221; performed by Mario Mattioli, a[...]</itunes:subtitle>
		<itunes:summary>Variable player experience: What do we mean by interaction, and how can two players have different experiences with the same work?
The music for this episode is Enrique Granados&#8217;s &#8220;Spanish Dance n. 2&#8221; performed by Mario Mattioli, and is available under a cc by-nc 2.5 license.
This is the first episode in which I&#8217;ve talked much about table-top roleplaying games.
References:

Doom by id Software
Hamlet on the Holodeck by Janet H. Murray.
&#8220;Rameses&#8221; by Stephen Bond
Dungeons &#038; Dragons currently published by Wizards of the Coast

(Note: I&#8217;m going to start putting the titles of IF pieces from the IF Comp in quotes, as that competition is intended for short works, so participants presumably intended their pieces to be analogous to short stories.)</itunes:summary>
		<itunes:keywords>Podcasts, Roleplaying</itunes:keywords>
		<itunes:author>Gregory Weir</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>IntroComp 2006 Notes</title>
		<link>http://ludusnovus.net/2006/08/05/introcomp-2006-notes/</link>
		<comments>http://ludusnovus.net/2006/08/05/introcomp-2006-notes/#comments</comments>
		<pubDate>Sat, 05 Aug 2006 21:34:28 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Interactive Fiction]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2006/08/05/introcomp-2006-notes/</guid>
		<description><![CDATA[I made a series of notes as I played the games in Introcomp 2006, so that I could score them appropriately. They&#8217;re after the break. Keep in mind that these are just running notes, so sometimes they&#8217;re grumpy and sometimes they&#8217;re wrong. I&#8217;ve added a final thought to each one in italics. Read the rest [...]]]></description>
			<content:encoded><![CDATA[<p>I made a series of notes as I played the games in <a href="http://www.xyzzynews.com/introcomp/">Introcomp 2006</a>, so that I could score them appropriately.  They&#8217;re after the break.  Keep in mind that these are just running notes, so sometimes they&#8217;re grumpy and sometimes they&#8217;re wrong.  I&#8217;ve added a final thought to each one in italics.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2006/08/05/introcomp-2006-notes/">IntroComp 2006 Notes</a>...</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2006/08/05/introcomp-2006-notes/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Ludus Novus 002: Telling It Like It Is</title>
		<link>http://ludusnovus.net/2006/08/05/ludus-novus-002-telling-it-like-it-is/</link>
		<comments>http://ludusnovus.net/2006/08/05/ludus-novus-002-telling-it-like-it-is/#comments</comments>
		<pubDate>Sat, 05 Aug 2006 21:15:22 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[Podcasts]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2006/08/05/ludus-novus-002-telling-it-like-it-is/</guid>
		<description><![CDATA[The unreliable narrator: how do you use this technique when the narrator is usually the player character? The music for this episode is &#8220;Noite de Carnaval&#8221; by Code, and is available under a cc by-nc 2.5 license. References: The Silent Hill series from Konami Eternal Darkness: Sanity&#8217;s Requiem by Silicon Knights and published by Nintendo [...]]]></description>
			<content:encoded><![CDATA[<p>The unreliable narrator: how do you use this technique when the narrator is usually the player character?</p>
<p>The music for this episode is &#8220;<a href="http://ccmixter.org/media/files/Mixro/5337">Noite de Carnaval</a>&#8221; by <a href="http://ccmixter.org/media/people/Mixro">Code</a>, and is available under a <a href="http://creativecommons.org/licenses/by-nc/2.5/">cc by-nc 2.5 license</a>.</p>
<p>References:</p>
<ul>
<li>The <a href="http://www.konami.com/silenthill/"><i>Silent Hill</i></a> series from <a href="http://www.konami.com/">Konami</a></li>
<li><a href="http://www.eternaldarkness.com/"><i>Eternal Darkness: Sanity&#8217;s Requiem</i></a> by <a href="http://www.siliconknights.com/">Silicon Knights</a> and published by <a href="http://www.nintendo.com/">Nintendo</a></li>
<li><a href="http://ucsu.colorado.edu/~obrian/lash.html"><i>LASH</i></a> by <a href="http://ucsu.colorado.edu/~obrian/">Paul O&#8217;Brian</a></li>
<li><a href="http://baf.wurb.com/if/game/207"><i>Spider and Web</i></a> by <a href="http://www.eblong.com/zarf/">Andrew Plotkin</a></li>
<li><a href="http://inform-fiction.org/I7Downloads/Examples/glass/"><i>Glass</i></a> by <a href="http://www.mindspring.com/~emshort/">Emily Short</a></li>
<li><a href="http://wurb.com/if/game/920"><i>The Space Under the Window</i></a> by <a href="http://www.eblong.com/zarf/">Andrew Plotkin</a></li>
</ul>
<p>I will be out of town for a week, so the next full episode should appear on August 19, 2006.  There may be something put up between now and then, though.</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2006/08/05/ludus-novus-002-telling-it-like-it-is/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
			<enclosure url="http://ludusnovus.net/podpress_trac/feed/4/0/LudusNovus002.mp3" length="18575360" type="audio/mpeg" />
		<itunes:duration>0:19:21</itunes:duration>
		<itunes:subtitle>The unreliable narrator: how do you use this technique when the narrator is usually the player character?
The music for this episode is &#8220;Noite de Carnaval&#8221; by Code, and is available under a cc by-nc 2.5 license.
References:

The Silent H[...]</itunes:subtitle>
		<itunes:summary>The unreliable narrator: how do you use this technique when the narrator is usually the player character?
The music for this episode is &#8220;Noite de Carnaval&#8221; by Code, and is available under a cc by-nc 2.5 license.
References:

The Silent Hill series from Konami
Eternal Darkness: Sanity&#8217;s Requiem by Silicon Knights and published by Nintendo
LASH by Paul O&#8217;Brian
Spider and Web by Andrew Plotkin
Glass by Emily Short
The Space Under the Window by Andrew Plotkin

I will be out of town for a week, so the next full episode should appear on August 19, 2006.  There may be something put up between now and then, though.</itunes:summary>
		<itunes:keywords>Podcasts</itunes:keywords>
		<itunes:author>Gregory Weir</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Ludus Novus Episode 001: Press Enter to Continue</title>
		<link>http://ludusnovus.net/2006/07/29/ludus-novus-episode-001-press-enter-to-continue/</link>
		<comments>http://ludusnovus.net/2006/07/29/ludus-novus-episode-001-press-enter-to-continue/#comments</comments>
		<pubDate>Sun, 30 Jul 2006 03:32:21 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[Podcasts]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2006/07/29/ludus-novus-episode-001-press-enter-to-continue/</guid>
		<description><![CDATA[Cutscenes: when are they appropriate, and when do they take away from the game? Correction: In the original version of this episode, I attribute Nothing But Mazes to Stephen Granade, but it is actually by Greg Boettcher. Stephen Granade wrote Child&#8217;s Play, which is also part of IntroComp 2006 (and does some interesting things with [...]]]></description>
			<content:encoded><![CDATA[<p>Cutscenes: when are they appropriate, and when do they take away from the game?</p>
<p><em>Correction: In the original version of this episode, I attribute </em>Nothing But Mazes <em>to Stephen Granade, but it is actually by Greg Boettcher.  Stephen Granade wrote </em>Child&#8217;s Play, <em>which is also part of IntroComp 2006 (and does some interesting things with the voice of the narrator).  I should have a corrected version up shortly.</em></p>
<p>The music for this episode is &#8220;<a href="http://ccmixter.org/media/files/jlbrock44/6134">Babylon Bring Me Down</a>,&#8221; by <a href="http://ccmixter.org/media/people/jlbrock44">spinningmerkaba</a>, and is available under a <a href="http://creativecommons.org/licenses/by-nc/2.5/">cc by-nc 2.5 license</a>.<br />
References:</p>
<ul>
<li><em>Half-Life</em> from <a href="http://www.valvesoftware.com/">Valve Software</a></li>
<li><a href="http://www.shadowofthecolossus.com/"><em>Shadow of the Colossus</em></a> from <a href="http://www.scei.co.jp/index_e.html">Sony Computer Entertainment, Inc.</a></li>
<li><a href="http://www.mts.net/~coyne/foibles.html">&#8220;First Timer Foibles&#8221;</a> #7: <a href="http://www.mts.net/~coyne/foibles.html#expo">Encumbering Exposition</a> by <a href="http://turthalion.blogspot.com/">Michael Coyne</a></li>
<li><em><a href="http://mirror.ifarchive.org/if-archive/games/mini-comps/introcomp/introc">Nothing But Mazes</a></em> by <a href="http://www.gregboettcher.com/">Greg Boettcher</a> (part of <a href="http://www.xyzzynews.com/introcomp/">Introcomp 2006</a>)</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2006/07/29/ludus-novus-episode-001-press-enter-to-continue/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
			<enclosure url="http://ludusnovus.net/podpress_trac/feed/3/0/LudusNovus001.mp3" length="23029284" type="audio/mpeg" />
		<itunes:duration>0:23:59</itunes:duration>
		<itunes:subtitle>Cutscenes: when are they appropriate, and when do they take away from the game?
Correction: In the original version of this episode, I attribute Nothing But Mazes to Stephen Granade, but it is actually by Greg Boettcher.  Stephen Granade wrote Child[...]</itunes:subtitle>
		<itunes:summary>Cutscenes: when are they appropriate, and when do they take away from the game?
Correction: In the original version of this episode, I attribute Nothing But Mazes to Stephen Granade, but it is actually by Greg Boettcher.  Stephen Granade wrote Child&#8217;s Play, which is also part of IntroComp 2006 (and does some interesting things with the voice of the narrator).  I should have a corrected version up shortly.
The music for this episode is &#8220;Babylon Bring Me Down,&#8221; by spinningmerkaba, and is available under a cc by-nc 2.5 license.
References:

Half-Life from Valve Software
Shadow of the Colossus from Sony Computer Entertainment, Inc.
&#8220;First Timer Foibles&#8221; #7: Encumbering Exposition by Michael Coyne
Nothing But Mazes by Greg Boettcher (part of Introcomp 2006)
</itunes:summary>
		<itunes:keywords>Podcasts</itunes:keywords>
		<itunes:author>Gregory Weir</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
	</channel>
</rss>

