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<channel>
	<title>Ludus Novus</title>
	<atom:link href="http://ludusnovus.net/feed/" rel="self" type="application/rss+xml" />
	<link>http://ludusnovus.net</link>
	<description>The Art of Interaction</description>
	<lastBuildDate>Sat, 06 Apr 2013 21:03:01 +0000</lastBuildDate>
	<language>en-US</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>Stated Goals</title>
		<link>http://ludusnovus.net/2012/12/06/stated-goals/</link>
		<comments>http://ludusnovus.net/2012/12/06/stated-goals/#comments</comments>
		<pubDate>Thu, 06 Dec 2012 16:25:59 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[goals]]></category>
		<category><![CDATA[my games]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1499</guid>
		<description><![CDATA[Anna Anthropy posted a list of her games&#8217; goals in response to a challenge by Andi &#8220;Jumpman&#8221; McClure. Seemed like something worth doing for my own games. So below are the stated player character or plot goals in my games. I&#8217;m not including LORE, since goals depend entirely on the individual group playing it. Read [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.auntiepixelante.com/">Anna Anthropy</a> posted <a href="http://www.auntiepixelante.com/?p=1853&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=stated-goals">a list of her games&#8217; goals</a> in response to <a href="http://msm.runhello.com/p/615">a challenge</a> by <a href="http://runhello.com/">Andi &#8220;Jumpman&#8221; McClure</a>. Seemed like something worth doing for my own games. So below are the stated player character or plot goals in <a href="http://ludusnovus.net/my-games/">my games</a>. I&#8217;m not including <i>LORE</i>, since goals depend entirely on the individual group playing it.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2012/12/06/stated-goals/">Stated Goals</a>...</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Available for Contract and Commission</title>
		<link>http://ludusnovus.net/2012/11/16/available-for-contract-and-commission/</link>
		<comments>http://ludusnovus.net/2012/11/16/available-for-contract-and-commission/#comments</comments>
		<pubDate>Fri, 16 Nov 2012 18:30:58 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[commissions]]></category>
		<category><![CDATA[contracting]]></category>
		<category><![CDATA[my games]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1473</guid>
		<description><![CDATA[Hi! My work on Ossuary is wrapping up, and I&#8217;m currently in a planning and evaluation mode. It&#8217;s a good time to announce my availability for contract and commission work! If you&#8217;re interested in hiring me, contact me at gregory.weir@gmail.com. Writing and Design Contractor Do you have a digital game in development with fun mechanics [...]]]></description>
				<content:encoded><![CDATA[<p>Hi! My work on <i><a href="http://ludusnovus.net/2012/11/10/ossuary-long-screenshot-saturday/">Ossuary</a></i> is wrapping up, and I&#8217;m currently in a planning and evaluation mode. It&#8217;s a good time to announce my availability for contract and commission work! If you&#8217;re interested in hiring me, contact me at <a href="mailto:gregory.weir@gmail.com">gregory.weir@gmail.com</a>.</p>
<h3>Writing and Design Contractor</h3>
<p>Do you have a digital game in development with fun mechanics but want a story to go along with it? Is your core gameplay solid but you&#8217;re struggling to create interesting puzzles, challenges, and situations? Do you just need some help producing enough content to complete your game? You can hire a writer and designer with an established record and experience doing game design, puzzle design, and critically-acclaimed game writing. I&#8217;m also experienced in programming and have a decent understanding of visual art, so I can communicate well with the rest of your team.</p>
<p>My portfolio includes <a href="http://ludusnovus.net/my-games/exploit/">interesting, tricky puzzles</a>, mental challenges <a href="http://ludusnovus.net/my-games/the-day/">integrated with strong story</a>, and <a href="http://ludusnovus.net/my-games/looming/">pure environmental storytelling</a>. Upon request, I can show you a complete but unreleased dialogue-based adventure game or testimonials from previous contract employers.</p>
<h3>Bespoke Commissions</h3>
<p>Do you want a digital game for a special event, to promote a cause, or on a certain topic? Do you want someone who can provide a strong creative vision? Do you value meaning, narrative, and aesthetic choices instead of the flashiest technology? You can commission a custom game from me. I&#8217;m happy to work with you to determine the scope, design, and costs that are appropriate to your requirements.</p>
<p>For an example of my work, see &#8220;<a href="http://ludusnovus.net/2011/10/10/passing-the-ball-released/">Passing the Ball</a>,&#8221; commissioned by the organizers of the <a href="http://www.gdconline.com/">GDC Online professional convention</a> to promote the charity <a href="http://www.webwisekids.org/">WebWiseKids</a>.</p>
<h3>Mod Commissions</h3>
<p>Do you like one of <a href="http://ludusnovus.net/my-games/">my games</a>? Would you like to see a game a lot like it? I can modify an existing game of mine with new content or replace elements of the game with something of your choosing. I&#8217;m not selling my creative soul here; I&#8217;m happy to work with you to make a modified version that satisfies my standards. This option is likely to be a lot cheaper than a fully custom commission!</p>
<p>Because of my obligations to my sponsors, some distribution options may be unavailable for certain modifications. At the very least I&#8217;ll be able to make a downloadable version of your mod that can be played offline. We&#8217;ll discuss pricing based on distribution options and the degree of the changes you want made.</p>
<h3>How to Contact Me</h3>
<p>If you want to hire me, please e-mail me at <a href="mailto:gregory.weir@gmail.com">gregory.weir@gmail.com</a>. You&#8217;re welcome to discuss this post in the comments, but I&#8217;d prefer to discuss any actual projects in private!</p>
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		<slash:comments>0</slash:comments>
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		<title>Ossuary: Long Screenshot Saturday</title>
		<link>http://ludusnovus.net/2012/11/10/ossuary-long-screenshot-saturday/</link>
		<comments>http://ludusnovus.net/2012/11/10/ossuary-long-screenshot-saturday/#comments</comments>
		<pubDate>Sat, 10 Nov 2012 20:33:34 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[ossuary]]></category>
		<category><![CDATA[screenshots]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1462</guid>
		<description><![CDATA[Welcome to the Academy! This is where the members of the Hemlock Fellowship practice the virtue of Prudence. Prudence is all about knowing enough about the world to properly judge between right and wrong. The Academy is on the cutting edge of understanding morality. Our Academy has proved through research and study that the moral [...]]]></description>
				<content:encoded><![CDATA[<p><iframe width="640" height="640" src="http://www.youtube-nocookie.com/embed/RihbYJj3rAg?rel=0&#038;hd=1&#038;vq=hd1080" frameborder="0" allowfullscreen></iframe></p>
<blockquote><p>
Welcome to the Academy! This is where the members of the Hemlock Fellowship practice the virtue of Prudence. Prudence is all about knowing enough about the world to properly judge between right and wrong. The Academy is on the cutting edge of understanding morality. Our Academy has proved through research and study that the moral precepts passed down by our forebearers are held up by cold scientific fact! Isn&#8217;t that impressive?</p></blockquote>
<p>Ossuary is in testing. Soon you will become trapped in the place of bones.<br />
Captured with FRAPS. Edited with Blender.</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2012/11/10/ossuary-long-screenshot-saturday/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>ConTeXt: an alternative to LaTeX</title>
		<link>http://ludusnovus.net/2012/11/09/context-an-alternative-to-latex/</link>
		<comments>http://ludusnovus.net/2012/11/09/context-an-alternative-to-latex/#comments</comments>
		<pubDate>Sat, 10 Nov 2012 01:38:02 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Writing]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[context]]></category>
		<category><![CDATA[latex]]></category>
		<category><![CDATA[LORE]]></category>
		<category><![CDATA[typesetting]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1447</guid>
		<description><![CDATA[I&#8217;m working on a full release of my tabletop roleplaying game LORE, which I released as a beta in 2009. The game will be extensively updated with clarifications, rebalancing, enhancements, and a far-better &#8220;conflict&#8221; system that provides a unified rule set for combats, debates, and other interesting situations. There&#8217;s one problem with the LORE beta [...]]]></description>
				<content:encoded><![CDATA[<p>I&#8217;m working on a full release of my tabletop roleplaying game <i>LORE</i>, which I released as a <a href="http://ludusnovus.net/my-games/lore-and-belief/">beta</a> in <a href="http://ludusnovus.net/2009/05/29/lore-and-belief-released/">2009</a>. The game will be extensively updated with clarifications, rebalancing, enhancements, and a far-better &#8220;conflict&#8221; system that provides a unified rule set for combats, debates, and other interesting situations. There&#8217;s one problem with the LORE beta that&#8217;s more visible than any of these.</p>
<p>The LORE beta is ugly.</p>
<p>I laid it out in <a href="http://www.openoffice.org/">OpenOffice.org</a>, which is a word processor, not a document layout application. There&#8217;s a standard solution for the terminally technical author who wants to produce beautiful documents: <a href="http://www.latex-project.org/">L<span style="text-transform: uppercase; font-size: 70%; margin-left: -0.36em; vertical-align: 0.3em; line-height: 0; margin-right: -0.15em;">a</span>T<span style="text-transform: uppercase; margin-left: -0.1667em; vertical-align: -0.5ex; line-height: 0; margin-right: -0.125em;">e</span>X</a>, hereafter referred to as &#8220;Latex.&#8221; Unfortunately, as great as Latex is at providing low-effort, decent layout for things like academic articles, it&#8217;s really awkward and frustrating if you need to do the kind of complex page layouts that a roleplaying sourcebook demands.</p>
<p>My alternative? <a href="http://wiki.contextgarden.net/Main_Page">ConTeXt</a>. Or, for my sanity, &#8220;Context.&#8221; Context is based on TeX like Latex is, but it&#8217;s focused more on general purpose typography and page layout than Latex, which mostly tries to keep those concerns out of the user&#8217;s way. Despite its frustratingly limited documentation, Context has proved far better-suited to my project. I&#8217;ll explain in more detail below.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2012/11/09/context-an-alternative-to-latex/">ConTeXt: an alternative to LaTeX</a>...</p>
]]></content:encoded>
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		<slash:comments>11</slash:comments>
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		<item>
		<title>The Sea Will Claim Everything</title>
		<link>http://ludusnovus.net/2012/06/14/the-sea-will-claim-everything/</link>
		<comments>http://ludusnovus.net/2012/06/14/the-sea-will-claim-everything/#comments</comments>
		<pubDate>Thu, 14 Jun 2012 15:02:12 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[kyratzes]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1434</guid>
		<description><![CDATA[Jonas Kyratzes&#8217;s new game, The Sea Will Claim Everything, is now on sale as an individual product. This is an amazing work, and you should get it the next time you have $10 to spend on a game. Read the rest of The Sea Will Claim Everything...]]></description>
				<content:encoded><![CDATA[<p><a href="http://landsofdream.net/games/the-sea-will-claim-everything/"><img src="http://ludusnovus.net/images/swce-sshot.jpg" class="leadimage" /></a><br />
<a href="http://www.jonas-kyratzes.net">Jonas Kyratzes&#8217;s</a> new game, <i><a href="http://landsofdream.net/games/the-sea-will-claim-everything/">The Sea Will Claim Everything</a></i>, is now on sale as an individual product. This is an amazing work, and you should get it the next time you have $10 to spend on a game.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2012/06/14/the-sea-will-claim-everything/">The Sea Will Claim Everything</a>...</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Courtly Intrigue LARP Rules Part 1</title>
		<link>http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/</link>
		<comments>http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/#comments</comments>
		<pubDate>Tue, 22 May 2012 04:05:57 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[intrigue]]></category>
		<category><![CDATA[LARP]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[open design]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1426</guid>
		<description><![CDATA[I&#8217;ve found myself longing to play in a Live-Action Roleplaying Game that focuses on courtly intrigue. What I mean by this is the social sparring, witty repartee, and backroom dealing that happens among aristocrats in the movie Ridicule or among university professors jockeying for tenure. I&#8217;ve experienced some of this when playing Vampire: The Requiem [...]]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve found myself longing to play in a Live-Action Roleplaying Game that focuses on courtly intrigue. What I mean by this is the social sparring, witty repartee, and backroom dealing that happens among aristocrats in the movie <i>Ridicule</i> or among university professors jockeying for tenure. I&#8217;ve experienced some of this when playing <i>Vampire: The Requiem</i> using the <i>Mind&#8217;s Eye Theatre</i> rules, but that game has a major problem for me. Characters can kill each other with strange powers, so someone playing the political game has to also worry that the person they&#8217;re verbally sparring with can decapitate them with a swipe.</p>
<p>I&#8217;m working on the rules, but I want to design in the open so that I can get feedback and suggestions. Here are my base concepts for the game:</p>
<ol>
<li>This will be a LARP in the American Theatrical style. No foam weapons, and the game runs similarly to a tabletop roleplaying game.</li>
<li>Sessions take approximately four hours and can be linked into an ongoing game.</li>
<li>The game can be played with minimal intervention from a Game Master, although an organizer may help with bookkeeping.</li>
<li>The game can be played while standing and moving around, with limited interference from out-of-character mechanics.</li>
<li>Direct combat is not useful. Any victories or defeats will happen through social interaction.</li>
<li>Special in-character skills or abilities may help a character, but they will not take the place of social intrigue.</li>
<li>While a player&#8217;s strategy and charisma will be helpful, a player lacking social skills or cleverness can still have fun and influence things.</li>
</ol>
<p>My idea so far is a combination of concepts from the card game <i>Whist</i>, the TV show <i>Survivor</i>, and the mancala game <i>Oware</i>.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/">Courtly Intrigue LARP Rules Part 1</a>...</p>
]]></content:encoded>
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		<slash:comments>14</slash:comments>
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		<title>Namatjira Dawn</title>
		<link>http://ludusnovus.net/2012/05/08/namatjira-dawn/</link>
		<comments>http://ludusnovus.net/2012/05/08/namatjira-dawn/#comments</comments>
		<pubDate>Tue, 08 May 2012 16:59:59 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[namatjira]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1416</guid>
		<description><![CDATA[For some time now I&#8217;ve been working on a project called Namatjira. It&#8217;s a game that Melissa Avery-Weir and I have been designing and working on for years now, but we&#8217;ve only recently gotten serious about it. The following shots are pre-alpha; the final product may look different. Read the rest of Namatjira Dawn...]]></description>
				<content:encoded><![CDATA[<p>For some time now I&#8217;ve been working on a project called <i>Namatjira</i>. It&#8217;s a game that <a href="http://irrsinn.net">Melissa Avery-Weir</a> and I have been designing and working on for years now, but we&#8217;ve only recently gotten serious about it. The following shots are pre-alpha; the final product may look different.</p>
<p><a href="http://ludusnovus.net/wp-content/uploads/2012/05/namatshot2012-05-07a.png"><img src="http://ludusnovus.net/wp-content/uploads/2012/05/namatshot2012-05-07a.png" alt="Namatjira Map View Screenshot" title="Namatjira Map View Screenshot" width="600" height="475" class="alignnone size-full wp-image-1419" /></a><br />
<br/>Read the rest of <a href="http://ludusnovus.net/2012/05/08/namatjira-dawn/">Namatjira Dawn</a>...</p>
]]></content:encoded>
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		<slash:comments>11</slash:comments>
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		<item>
		<title>Two Interviews</title>
		<link>http://ludusnovus.net/2011/11/22/two-interviews-2/</link>
		<comments>http://ludusnovus.net/2011/11/22/two-interviews-2/#comments</comments>
		<pubDate>Tue, 22 Nov 2011 19:05:48 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1410</guid>
		<description><![CDATA[I&#8217;ve spoken with a few people lately, and two of the interviews have gone live. First, there&#8217;s my talk with the Armchair Gamer Podcast. We chatted about games each of us is playing, and then the hosts asked me an array of questions. I even talk more about some upcoming projects than I believe I [...]]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve spoken with a few people lately, and two of the interviews have gone live. First, there&#8217;s my talk with the <a href="http://theamrchairgamer.podomatic.com/">Armchair Gamer Podcast</a>. We chatted about games each of us is playing, and then the hosts asked me an array of questions. I even talk more about some upcoming projects than I believe I have before. You can listen to the episode <a href="http://theamrchairgamer.podomatic.com/entry/2011-11-11T14_57_12-08_00">on its page</a>.</p>
<p>I also spoke with <a href="http://www.gamesforchange.org/">Games For Change</a> about my recent title &#8220;<a href="http://www.gdconline.com/passingtheball/">Passing the Ball</a>.&#8221; They asked some interesting questions about mood and interactive storytelling. You can read the interview <a href="http://www.gamesforchange.org/2011/11/passing-the-ball-creators-interview-part-1-with-gregory-weir/">on their blog</a>. I understand they&#8217;ll be posting a part 2 soon with an interview with some of the GDC Online folks who commissioned the game!</p>
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		<slash:comments>3</slash:comments>
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		<title>I Just Uninstalled GTA IV</title>
		<link>http://ludusnovus.net/2011/11/08/i-just-uninstalled-gta-iv/</link>
		<comments>http://ludusnovus.net/2011/11/08/i-just-uninstalled-gta-iv/#comments</comments>
		<pubDate>Wed, 09 Nov 2011 04:19:52 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[characters]]></category>
		<category><![CDATA[rockstar]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1402</guid>
		<description><![CDATA[I started playing Grand Theft Auto IV a few days ago. I uninstalled it today. Steam says I spent 16 hours playing, out of its assuredly fifty-plus hours of content. Many of those hours were spent paused while I was doing something else. Nico Bellic was drawn to America by his cousin&#8217;s stories of wealth [...]]]></description>
				<content:encoded><![CDATA[<p>I started playing <i>Grand Theft Auto IV</i> a few days ago. I uninstalled it today. Steam says I spent 16 hours playing, out of its assuredly fifty-plus hours of content. Many of those hours were spent paused while I was doing something else.</p>
<blockquote><p>
<i>Nico Bellic was drawn to America by his cousin&#8217;s stories of wealth and comfort. A life without killing or pain, where things were easy and nothing hurt.</i>
</p></blockquote>
<p>The main characters and relationships in the game are endearing in a dark way. The graphics were quite nice, especially when compared to the previous game in the series, <i>GTA: San Andreas</i>, which <a href="http://irrsinn.net">my wife</a> is playing right now. The amount of detail in the city and the number of things one can do are amazing.</p>
<blockquote><p><i>In reality, life in Liberty City was a struggle. It was the same cycle of steal, kill, flee as before, except in an unfamiliar place where everything is harder and everyone is a stranger. No respect and no opportunities. And always the need for money.</i>
</p></blockquote>
<p>But the game isn&#8217;t interesting. The gameplay is the same as previous games, with clumsier driving and walking and slightly better shooting. The missions are more restrictive than ever. In <i>GTA III</i>, you could cleverly solve missions by blocking an escape route with a car or planting a bomb in a target&#8217;s truck. In most of <i>GTAIV</i>&#8216;s missions, you must use <em>this</em> car and go <i>here</i>, and then the guy will escape in a cutscene that removes any obstacles, and then you must chase him across the city and he&#8217;s impossible to catch and then he flees on foot and you confront him in another cutscene. And if you screw up at any point, you need to start the mission over because we don&#8217;t have any checkpoints.</p>
<blockquote><p>
<i>Nico slowly learned something about America. America had a vision of itself: rich, easy, luxurious. And it forced you to pursue that vision. Everyone pursued that vision. Even if you wanted to do something else, be someone else, you couldn&#8217;t. You needed money. And you had certain talents that were valued, even when you weren&#8217;t valued as a person.</i>
</p></blockquote>
<p>This is one of those games where the developers have crafted this world and this game that they&#8217;re incredibly (and rightfully!) proud of, and then realize with dismay that some grubby <em>player</em> is going to get her grubby fingerprints all over it. So they do their damnedest to make sure the player can&#8217;t interfere with their lovely work. Any place that the player could screw up the game with her insistence on cleverness, they stop that shit.</p>
<blockquote><p>
<i>And when you got money, it corrupted you. It hurt you. Money made you crazy, bought you drugs that tear you apart, got you in debt, got everything you love set on fire. You needed the money, but the money ruined you.</i>
</p></blockquote>
<p>In the end, once I moved on to the game&#8217;s second safehouse, I gradually lost interest. The mission structure sprawls out and the characters are less interesting, and I became less invested in Nico Bellic&#8217;s &#8220;I&#8217;m a man full of guilt who wants a different life yet I don&#8217;t even blink when you tell me to kill folks&#8221; routine. I simply realized that I didn&#8217;t want to play any more. So I stopped.</p>
<blockquote><p>
<i>And so Nico walked away. Got on a boat, a bus, a plane, and went somewhere else where he didn&#8217;t need to kill for money. Nico just stopped.</i></p></blockquote>
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		<title>Passing the Ball Released</title>
		<link>http://ludusnovus.net/2011/10/10/passing-the-ball-released/</link>
		<comments>http://ludusnovus.net/2011/10/10/passing-the-ball-released/#comments</comments>
		<pubDate>Tue, 11 Oct 2011 00:16:38 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Games Releases]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[game releases]]></category>
		<category><![CDATA[gdconline]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[passing]]></category>
		<category><![CDATA[webwisekids]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1393</guid>
		<description><![CDATA[My latest game, &#8220;Passing the Ball,&#8221; has gone live on the GDC Online website. It&#8217;s a game about parenting, playing catch, and digital safety for kids. The good folks behind GDC Online, a professional conference for connected gaming, commissioned me to create a game for Web Wise Kids. Web Wise Kids is a really cool [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.newgrounds.com/portal/view/581286"><img src="http://ludusnovus.net/images/passingtheball200x200.png" class="leadimage" alt="A screenshot from Passing the Ball showing a parent and child in a field of grass." title="A screenshot from Passing the Ball showing a parent and child in a field of grass." /></a>My latest game, &#8220;Passing the Ball,&#8221; has <a href="http://www.gdconline.com/passingtheball/">gone live on the GDC Online website</a>. It&#8217;s a game about parenting, playing catch, and digital safety for kids.</p>
<p>The good folks behind <a href="http://www.gdconline.com/">GDC Online</a>, a professional conference for connected gaming, commissioned me to create a game for <a href="http://www.webwisekids.org/">Web Wise Kids</a>. Web Wise Kids is a really cool non-profit that provides curriculum materials and classroom video games for parents and teachers that focus on teaching kids to be their own first lines of defense against digital threats. They help prepare kids to avoid online bullying, viruses, and dangerous adults by teaching them how to safely surf the web and use other digital technologies. They use their own games to educate kids and encourage safe behavior without a lot of fear-mongering. You can <a href="http://www.webwisekids.org/donate.html">donate to Web Wise Kids here</a>.</p>
<p>I tried to make this game communicate a concept about how to protect kids by using game mechanics. I&#8217;m usually a story-focused person, but game rules are a great way to make a statement about the way the world works. I hope that you&#8217;ll play the game until you win, get the message I was trying to convey, and maybe even <a href="http://www.webwisekids.org/donate.html">donate to Web Wise Kids</a>!</p>
<p><strong><a href="http://www.newgrounds.com/portal/view/581286">Play &#8220;Passing the Ball&#8221;</a> <del datetime="2012-11-16T17:05:23+00:00"><a href="http://www.gdconline.com/passingtheball/">at GDC Online</a></del> <a href="http://www.newgrounds.com/portal/view/581286">at Newgrounds</a>.</strong></p>
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		<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 Avery-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>
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		<slash:comments>5</slash:comments>
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		<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 Avery-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>
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		<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 Avery-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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		<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 Avery-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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		<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 Avery-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>
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		<title>Interview on Quote Unquote</title>
		<link>http://ludusnovus.net/2011/08/29/interview-on-quote-unquote/</link>
		<comments>http://ludusnovus.net/2011/08/29/interview-on-quote-unquote/#comments</comments>
		<pubDate>Mon, 29 Aug 2011 20:52:10 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[cook]]></category>
		<category><![CDATA[interviews]]></category>
		<category><![CDATA[pixel art]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1350</guid>
		<description><![CDATA[Steve Cook interviewed me for his great quotation and interview site Quote Unquote. In it he asks some good questions, including putting me on the spot regarding the pixelly aesthetic of a lot of my games. I go back and forth on pixel art. A lot of people regard it as amateurish: a way to [...]]]></description>
				<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/ossuaryPreview4Clip.png" class="leadimage" title="A clip from a screenshot of my unreleased Ossuary" alt="A clip from a screenshot of my unreleased Ossuary" />Steve Cook <a href="http://quote-un-quote.tumblr.com/post/9473095027/interview-indiedev-gregory-weir">interviewed me</a> for his great quotation and interview site <a href="http://quote-un-quote.tumblr.com/">Quote Unquote</a>. In it he asks some good questions, including putting me on the spot regarding the pixelly aesthetic of a lot of my games.</p>
<p>I go back and forth on pixel art. A lot of people regard it as amateurish: a way to compensate for lack of drawing ability. Others dismiss it as nostalgia for childhood games. I think that there&#8217;s bad pixel art and amazing pixel art, and while there&#8217;s definitely nostalgia there, that very nostalgia can be useful for artistic purposes. My own pixel art isn&#8217;t anywhere close to the quality that many artists achieve, of course, but I think it&#8217;s passable for my purposes.</p>
<p>Pixel art is visual video game shorthand for an array of things: childishness, simplicity, or even a sort of wisdom born from history. It&#8217;s also the video game equivalent of cartooning. Pixel art stylizes and pointillizes, making its subjects more universal and accessible. It&#8217;s also a deliberate acknowledgement of the artificiality of the device being used. In a time where the iPhone&#8217;s Retina display resolution is at the upper limits of the human eye, pixel art exposes the underlying structure of the screen.</p>
<p>Anyway, enough rambling. <a href="http://quote-un-quote.tumblr.com/post/9473095027/interview-indiedev-gregory-weir">Check out the interview</a>, and read some of the other stuff on the site; there are a lot of cool things there! He also included some previously-unseen pieces of concept art and miscellany behind a link at the end of the article, if you&#8217;re interested.</p>
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		<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 Avery-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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		<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 Avery-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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		<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 Avery-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 Avery-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 Avery-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>Character Progression in F.E.A.R.</title>
		<link>http://ludusnovus.net/2011/04/08/character-progression-in-f-e-a-r/</link>
		<comments>http://ludusnovus.net/2011/04/08/character-progression-in-f-e-a-r/#comments</comments>
		<pubDate>Fri, 08 Apr 2011 21:28:20 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[fear]]></category>
		<category><![CDATA[gamesetwatch]]></category>
		<category><![CDATA[progression]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1251</guid>
		<description><![CDATA[I&#8217;ve resumed writing for GameSetWatch. My latest column just went live; it&#8217;s called Character Progression in F.E.A.R., and it&#8217;s about how increasing the player character&#8217;s options instead of increasing their strength can prevent a game from feeling flat. F.E.A.R. was an odd game for me. The shooting part was fun and pretty and it was [...]]]></description>
				<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/gswfear1.jpg" alt="An enemy from F.E.A.R. seen through the scope of a sniper rifle" class="leadimage" />I&#8217;ve resumed writing for <a href="http://www.gamesetwatch.com">GameSetWatch</a>. My latest column just went live; it&#8217;s called <a href="http://www.gamesetwatch.com/2011/04/column_the_interactive_palette_15.php">Character Progression in <i>F.E.A.R.</i></a>, and it&#8217;s about how increasing the player character&#8217;s options instead of increasing their strength can prevent a game from feeling flat.</p>
<p><i>F.E.A.R.</i> was an odd game for me. The shooting part was fun and pretty and it was just the right amount of difficulty (or sometimes a bit too hard), but the rest of the game was&#8230; not very interesting. The horror elements rarely grabbed me, the story was almost pastiche, and the dramatic twists were clear to me after the first level. That&#8217;s not even bringing up <a href="http://fear.wikia.com/wiki/Norton_Mapes">one of the most offensive video game characters in recent memory</a>. Hey, it&#8217;s a fat guy! And he&#8217;ll get bumbling clown music! And you&#8217;ll know that you&#8217;re about to meet him again when you see food wrappers scattered around. Seriously.</p>
<p>So while <i>F.E.A.R.</i> is technically advanced for its time and well-designed from a gameplay perspective, I was ready for it to be over about halfway through. And that&#8217;s never a situation you want a player to be in.</p>
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		<title>Beneath the Waves Released</title>
		<link>http://ludusnovus.net/2011/03/25/beneath-the-waves-released/</link>
		<comments>http://ludusnovus.net/2011/03/25/beneath-the-waves-released/#comments</comments>
		<pubDate>Fri, 25 Mar 2011 18:12:08 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Games Releases]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[beneath]]></category>
		<category><![CDATA[games releases]]></category>
		<category><![CDATA[my games]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1240</guid>
		<description><![CDATA[My latest game, Beneath the Waves, is up at Armor Games. Beneath the Waves is a game about love, duty, and the hazards of the sea. I loved you once, split-toed dirt-swimmer. These idols are the bones of wonders. Why should the sun claim the land any more than the sea? Play Beneath the Waves [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://armorgames.com/play/10940/beneath-the-waves"><img src="http://ludusnovus.net/images/beneaththewaves200x200.png" alt="A screenshot from Beneath the Waves depicting a man swimming in the ocean with an idol floating beside him." class="leadimage"/></a>My latest game, <i>Beneath the Waves</i>, is up at Armor Games. <i>Beneath the Waves</i> is a game about love, duty, and the hazards of the sea.</p>
<blockquote><p>I loved you once, split-toed dirt-swimmer. These idols are the bones of wonders. Why should the sun claim the land any more than the sea?</p></blockquote>
<p><strong>Play <i>Beneath the Waves</i> <a href="http://armorgames.com/play/10940/beneath-the-waves">at Armor Games</a>.</strong><br />
<br/>Read the rest of <a href="http://ludusnovus.net/2011/03/25/beneath-the-waves-released/">Beneath the Waves Released</a>...</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 Avery-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 Avery-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>Ludus Novus 021: Tin Medals</title>
		<link>http://ludusnovus.net/2011/03/17/ludus-novus-021-tin-medals/</link>
		<comments>http://ludusnovus.net/2011/03/17/ludus-novus-021-tin-medals/#comments</comments>
		<pubDate>Thu, 17 Mar 2011 19:04:49 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[achievements]]></category>
		<category><![CDATA[alan wake]]></category>
		<category><![CDATA[goals]]></category>
		<category><![CDATA[immersion]]></category>
		<category><![CDATA[microsoft]]></category>
		<category><![CDATA[mobigame]]></category>
		<category><![CDATA[perfect cell]]></category>
		<category><![CDATA[remedy]]></category>
		<category><![CDATA[rewards]]></category>
		<category><![CDATA[xbox360]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1218</guid>
		<description><![CDATA[In this episode of the Ludus Novus podcast, I discuss achievements and how there are a lot more aspects to them than are immediately apparent. Games discussed: Alan Wake by Remedy Entertainment &#8220;Babies Dream of Dead Worlds&#8221; by Gregory Weir Perfect Cell by Mobigame The music for this episode is &#8220;The Temple&#8221; by Out of [...]]]></description>
				<content:encoded><![CDATA[<p>In this episode of the Ludus Novus podcast, I discuss achievements and how there are a lot more aspects to them than are immediately apparent.</p>
<ul><lh>Games discussed:</lh></p>
<li><i>Alan Wake</i> by Remedy Entertainment</li>
<li>&#8220;<a href="http://ludusnovus.net/my-games/babies-dream-of-dead-worlds/">Babies Dream of Dead Worlds</a>&#8221; by Gregory Weir</li>
<li><i>Perfect Cell</i> by Mobigame</li>
</ul>
<p>The music for this episode is &#8220;<a href="http://www.jamendo.com/en/track/738056/">The Temple</a>&#8221; by <a href="http://www.jamendo.com/en/artist/Out_Of_Orion_%28Ox3%29">Out of Orion</a> and is available under a Creative Commons Attribution-NonCommercial-Sharealike License.</p>
<p>This podcast is certainly not a complete discussion of the topic, so please leave any input or feedback in the comments section.</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
			<enclosure url="http://ludusnovus.net/podpress_trac/feed/1218/0/ludusnovus021.mp3" length="7611739" type="audio/mpeg" />
		<itunes:duration>0:18:07</itunes:duration>
		<itunes:subtitle>In this episode of the Ludus Novus podcast, I discuss achievements and how there are a lot more aspects to them than are immediately apparent.
Games discussed:
Alan Wake by Remedy Entertainment
&#8220;Babies Dream of Dead Worlds&#8221; by Gregory We[...]</itunes:subtitle>
		<itunes:summary>In this episode of the Ludus Novus podcast, I discuss achievements and how there are a lot more aspects to them than are immediately apparent.
Games discussed:
Alan Wake by Remedy Entertainment
&#8220;Babies Dream of Dead Worlds&#8221; by Gregory Weir
Perfect Cell by Mobigame

The music for this episode is &#8220;The Temple&#8221; by Out of Orion and is available under a Creative Commons Attribution-NonCommercial-Sharealike License.
This podcast is certainly not a complete discussion of the topic, so please leave any input or feedback in the comments section.</itunes:summary>
		<itunes:keywords>Podcasts</itunes:keywords>
		<itunes:author>Gregory Weir</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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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 Avery-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 Avery-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 Avery-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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		<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 Avery-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>&#8220;A Ride Home&#8221; Released</title>
		<link>http://ludusnovus.net/2011/02/10/a-ride-home-released/</link>
		<comments>http://ludusnovus.net/2011/02/10/a-ride-home-released/#comments</comments>
		<pubDate>Thu, 10 Feb 2011 14:38:41 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Games Releases]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[aridehome]]></category>
		<category><![CDATA[my games]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1165</guid>
		<description><![CDATA[I&#8217;ve just released &#8220;A Ride Home.&#8221; &#8220;A Ride Home&#8221; is a game about patience, futility, and walking. It&#8217;s my first finished experiment with Unity. Morning again. Time to check the beacon. You can play &#8220;A Ride Home&#8221; at Kongregate. Give it a rating if you like it! 3D is an interesting tool to work with.]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.kongregate.com/games/GregoryWeir/a-ride-home"><img src="http://ludusnovus.net/images/aridehome200x200.jpg" class="leadimage" /></a>I&#8217;ve just released &#8220;<a href="http://www.kongregate.com/games/GregoryWeir/a-ride-home">A Ride Home</a>.&#8221;  &#8220;A Ride Home&#8221; is a game about patience, futility, and walking.  It&#8217;s my first finished experiment with <a href="http://unity3d.com/">Unity</a>.</p>
<blockquote><p>Morning again. Time to check the beacon.</p></blockquote>
<p>You can <a href="http://www.kongregate.com/games/GregoryWeir/a-ride-home">play &#8220;A Ride Home&#8221; at Kongregate</a>.  Give it a rating if you like it!</p>
<p>3D is an interesting tool to work with.  <a href="http://ludusnovus.net/2010/05/22/2d-vs-3d-diagram-vs-architecture/>I&#8217;ve written about this before</a>, but moving <em>through</em> a scene gives a very different feel than hovering above a scene in 3D.  Thus this game, naturally, is about progressing through and exploring a space.  It&#8217;s short, but I&#8217;m pretty proud of it.  I&#8217;ll also say that <a href="http://unity3d.com/">Unity</a> is an amazing tool and its free version is totally worth checking out for anyone interested in dipping their toes into 3D. EDIT: This game was made entirely with the free version, along with free tools like Blender, GIMP, and Audacity.</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 Avery-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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		<slash:comments>14</slash:comments>
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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 Avery-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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		<slash:comments>27</slash:comments>
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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 Avery-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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		<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 Avery-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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		<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 Avery-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>
]]></content:encoded>
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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 Avery-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 Avery-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 Avery-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>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<title>Interviewed by Casual Girl Gamer</title>
		<link>http://ludusnovus.net/2010/10/11/interviewed-by-casual-girl-gamer/</link>
		<comments>http://ludusnovus.net/2010/10/11/interviewed-by-casual-girl-gamer/#comments</comments>
		<pubDate>Mon, 11 Oct 2010 14:28:08 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1050</guid>
		<description><![CDATA[I got interviewed by Casual Girl Gamer. They asked me about various things, including art and success, and I gave them some information on my current projects that I&#8217;d never talked about publicly before. Check out the interview on their site. I enjoyed the interview, and I like doing interviews in general. They make me [...]]]></description>
				<content:encoded><![CDATA[<p>I got interviewed by <a href="http://www.casualgirlgamer.com/">Casual Girl Gamer</a>.  They asked me about various things, including art and success, and I gave them some information on my current projects that I&#8217;d never talked about publicly before.</p>
<p><a href="http://www.casualgirlgamer.com/articles/entry/34/Spotlight-gregory-weir">Check out the interview on their site.</a></p>
<p>I enjoyed the interview, and I like doing interviews in general.  They make me think about what I&#8217;m doing and how I&#8217;m doing it, and often my answers are a bit of a surprise even to myself.  If you want to interview me for something, like your church newsletter or your Fortean literary periodical, you&#8217;re welcome to e-mail me at Gregory.Weir@gmail.com.</p>
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		<title>&#8220;The Day&#8221; Released</title>
		<link>http://ludusnovus.net/2010/09/27/the-day-released/</link>
		<comments>http://ludusnovus.net/2010/09/27/the-day-released/#comments</comments>
		<pubDate>Mon, 27 Sep 2010 23:19:27 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Games Releases]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[goals]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[theday]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1043</guid>
		<description><![CDATA[I just released &#8220;The Day&#8221; on ArmorGames.com. It&#8217;s a game about birthdays, trading cards, and war. It&#8217;s Tia&#8217;s birthday, and she&#8217;s looking forward to beating all of her friends with the new card her dad gave her! Beat the other kids by choosing the right cards, and earn more cards until you&#8217;re the best of [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://armorgames.com/play/6980/the-day"><img src="http://ludusnovus.net/images/theday200x200.png" class="leadimage"/></a><br />
I just released &#8220;The Day&#8221; <a href="http://armorgames.com/play/6980/the-day">on ArmorGames.com</a>.  It&#8217;s a game about birthdays, trading cards, and war.</p>
<blockquote><p>It&#8217;s Tia&#8217;s birthday, and she&#8217;s looking forward to beating all of her friends with the new card her dad gave her!  Beat the other kids by choosing the right cards, and earn more cards until you&#8217;re the best of them all!</p>
<p>And don&#8217;t go into the woods, or the guards will kill you.</p></blockquote>
<p>The game is an experiment in orthogonal goals.</p>
<p><strong><a href="http://armorgames.com/play/6980/the-day">Play &#8220;The Day&#8221; at Armor Games.</a></strong></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 Avery-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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		<title>Ludus Novus 020: Acceptable Losses</title>
		<link>http://ludusnovus.net/2010/08/23/ludus-novus-020-acceptable-losses/</link>
		<comments>http://ludusnovus.net/2010/08/23/ludus-novus-020-acceptable-losses/#comments</comments>
		<pubDate>Mon, 23 Aug 2010 20:36:09 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Podcasts]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1035</guid>
		<description><![CDATA[In this episode of the Ludus Novus podcast, I discuss the basic minion summoning and equipment mechanics of Overlord, and how they both encourage tactical gameplay and maintain the characterization of the player character. The music for this episode is from &#8220;medieval evil&#8221; by Baal Anamelech and is available under a Creative Commons Attribution-Sharealike 3.0 [...]]]></description>
				<content:encoded><![CDATA[<p>In this episode of the Ludus Novus podcast, I discuss the basic minion summoning and equipment mechanics of <i>Overlord</i>, and how they both encourage tactical gameplay and maintain the characterization of the player character.</p>
<p>The music for this episode is from &#8220;<a href="http://www.jamendo.com/en/album/63494">medieval evil</a>&#8221; by <a href="http://www.jamendo.com/en/artist/baal_anamelech">Baal Anamelech</a> and is available under a Creative Commons Attribution-Sharealike 3.0 license.</p>
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			<enclosure url="http://ludusnovus.net/podpress_trac/feed/1035/0/ludusnovus020.mp3" length="12649268" type="audio/mpeg" />
		<itunes:duration>0:13:11</itunes:duration>
		<itunes:subtitle>In this episode of the Ludus Novus podcast, I discuss the basic minion summoning and equipment mechanics of Overlord, and how they both encourage tactical gameplay and maintain the characterization of the player character.
The music for this episode[...]</itunes:subtitle>
		<itunes:summary>In this episode of the Ludus Novus podcast, I discuss the basic minion summoning and equipment mechanics of Overlord, and how they both encourage tactical gameplay and maintain the characterization of the player character.
The music for this episode is from &#8220;medieval evil&#8221; by Baal Anamelech and is available under a Creative Commons Attribution-Sharealike 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>
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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 Avery-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>Exploit Antiblocker Update</title>
		<link>http://ludusnovus.net/2010/08/10/exploit-antiblocker-update/</link>
		<comments>http://ludusnovus.net/2010/08/10/exploit-antiblocker-update/#comments</comments>
		<pubDate>Tue, 10 Aug 2010 05:12:44 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1024</guid>
		<description><![CDATA[Based on a request by Kongregate user Enthernalcz, I added a new type of block to my 2009 game Exploit. His original message read: Gregory, could you please add buffer nodes that make the blocker node active instead of deactivating it in Exploit? It would then be Turing complete, allowing us to do complete gates. [...]]]></description>
				<content:encoded><![CDATA[<p>Based on a request by Kongregate user <a href="http://www.kongregate.com/accounts/Enthernalcz">Enthernalcz</a>, I added a new type of block to my 2009 game <i><a href="http://www.kongregate.com/games/GregoryWeir/exploit">Exploit</a></i>.  His original message read:</p>
<blockquote><p>Gregory, could you please add buffer nodes that make the blocker node active instead of deactivating it in Exploit? It would then be Turing complete, allowing us to do complete gates.</p></blockquote>
<p>I think he was actually requesting functionality that would let blocker nodes act as a rudimentary 1-bit memory unit that could be turned on and off at will.  However, that&#8217;s a bit complex to do with how <i>Exploit</i> handles its blocks, so I went for a simpler interpretation of the request.  I&#8217;ve added the &#8220;Antiblocker&#8221; block type, which always allows packets through unless it&#8217;s sent a signal from a Buffer node.  I haven&#8217;t actually done the thinking to figure out if this allows Turing completeness, but it&#8217;s probably a step in the right direction.  I let this request sit for almost a month, but it only ended up taking me an hour or so to code.</p>
<p>Note that there&#8217;s odd timing discrepancies between the life of a Blocker and an Antiblocker.  <i>Exploit</i>, to my shame, keeps track of block lifespans using Flash&#8217;s built-in <code>alpha</code> variable, which doesn&#8217;t always behave as you&#8217;d expect.  They should each take the same amount of time to recover, but for some reason Antiblockers are recovering quicker for me.  Oh, well.  If you want a demonstration of the new unit, check out <a href="http://www.kongregate.com/games/GregoryWeir/exploit?level=163954">the sample level I made</a>.</p>
<p>I do have plans for an <i>Exploit 2</i>, by the way, although they&#8217;re strictly on paper.  These plans include social engineering, puzzles with obscured contents, and a virtual gray marketplace where you can purchase (fake ingame) DDOSes and other bonuses with money earned through optional objectives.  Perhaps the best features I&#8217;ve got written down are scripts and tools.  I&#8217;d like players to be able to record and replay click sequences, as well as set ports to auto-fire as soon as they recharge.  This should eliminate some of the frustration that players experienced with the game&#8217;s sometimes overdemanding timing.</p>
<p>Let me repeat that any plans for a sequel are just that: plans.  Not one character of code has been written for such a game, and the due date isn&#8217;t a question of &#8220;when it&#8217;s done,&#8221; but rather a question of &#8220;if I start in the first place.&#8221;</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 Avery-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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		<title>&#8220;Narthex&#8221; Released</title>
		<link>http://ludusnovus.net/2010/07/14/narthex-released/</link>
		<comments>http://ludusnovus.net/2010/07/14/narthex-released/#comments</comments>
		<pubDate>Wed, 14 Jul 2010 16:36:44 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Games Releases]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[choice]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[narthex]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1005</guid>
		<description><![CDATA[I&#8217;ve finished up a little game that&#8217;s partially a test for a conversation engine I cooked up. It&#8217;s called &#8220;Narthex.&#8221; After a long journey, you will reach the Narthex, the waiting place before the oracle. There you must wait until your time. Then you will be given the answer to a single question. This game [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/my-games/narthex/"><img src="http://ludusnovus.net/images/narthex200x200.png" class="leadimage" /></a><br />
I&#8217;ve finished up a little game that&#8217;s partially a test for a conversation engine I cooked up.  It&#8217;s called &#8220;<a href="http://ludusnovus.net/my-games/narthex/">Narthex</a>.&#8221;</p>
<blockquote><p>After a long journey, you will reach the Narthex, the waiting place before the oracle. There you must wait until your time. Then you will be given the answer to a single question. This game has two endings. The second is not worth getting.</p></blockquote>
<p><strong>Play &#8220;<a href="http://ludusnovus.net/my-games/narthex/">Narthex</a>&#8221; at Ludus Novus.</strong></p>
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		<title>Looming Fanart</title>
		<link>http://ludusnovus.net/2010/07/07/looming-fanart/</link>
		<comments>http://ludusnovus.net/2010/07/07/looming-fanart/#comments</comments>
		<pubDate>Wed, 07 Jul 2010 15:39:07 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=991</guid>
		<description><![CDATA[It&#8217;s always cool to see art inspired by one of my games, and I think Mick &#8220;RicePirate&#8221; Lauer has captured a scene from the game perfectly. Click through to the art on Newgrounds for a link to the full-sized image.]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.newgrounds.com/art/view/ricepirate/looming"><img src="http://ludusnovus.net/images/ricepirate_looming.jpg" /></a></p>
<p>It&#8217;s always cool to see art inspired by one of my games, and I think <a href="http://ricepirate.newgrounds.com/">Mick &#8220;RicePirate&#8221; Lauer</a> has <a href="http://www.newgrounds.com/art/view/ricepirate/looming">captured a scene from the game perfectly</a>.  Click through to the art on Newgrounds for a link to the full-sized image.</p>
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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 Avery-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>
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		<slash:comments>81</slash:comments>
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		<title>The Latest Death of Morim</title>
		<link>http://ludusnovus.net/2010/06/22/the-latest-death-of-morim/</link>
		<comments>http://ludusnovus.net/2010/06/22/the-latest-death-of-morim/#comments</comments>
		<pubDate>Tue, 22 Jun 2010 19:11:37 +0000</pubDate>
		<dc:creator>Gregory Avery-Weir</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Writing]]></category>
		<category><![CDATA[brea]]></category>
		<category><![CDATA[diadem]]></category>
		<category><![CDATA[lore fantasy]]></category>
		<category><![CDATA[morim]]></category>
		<category><![CDATA[my writing]]></category>
		<category><![CDATA[stories]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=932</guid>
		<description><![CDATA[I&#8217;ve written another short story. This one&#8217;s called &#8220;The Latest Death of Morim,&#8221; and it&#8217;s about life, death, and music. Morim woke up with his lungs burning. His whole body was cold. His joints were stiff, so stiff that he couldn&#8217;t move. He struggled to remember, to somehow grasp with his mind where he had [...]]]></description>
				<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/skullandocarina.jpg" class="leadimage" />I&#8217;ve written another short story.  This one&#8217;s called &#8220;<a href="http://ludusnovus.net/my-stories/the-latest-death-of-morim/">The Latest Death of Morim</a>,&#8221; and it&#8217;s about life, death, and music.</p>
<blockquote><p>Morim woke up with his lungs burning.  His whole body was cold.  His joints were stiff, so stiff that he couldn&#8217;t move.  He struggled to remember, to somehow grasp with his mind where he had just been, to hold on to some detail.  But there was nothing.</p>
<p>&#8220;That one was the hardest yet,&#8221; a voice said.  &#8220;You almost stayed dead this time.&#8221;</p></blockquote>
<p><a href="http://ludusnovus.net/my-stories/the-latest-death-of-morim/">Read &#8220;The Latest Death of Morim&#8221; here.</a></p>
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