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	<title>Ludus Novus</title>
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	<link>http://ludusnovus.net</link>
	<description>The Art of Interaction</description>
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	<copyright>2006-2008 </copyright>
	<managingEditor>Gregory.Weir@gmail.com (Gregory Weir)</managingEditor>
	<webMaster>Gregory.Weir@gmail.com (Gregory Weir)</webMaster>
	<category>posts</category>
	<ttl>1440</ttl>
	<image>
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		<title>Ludus Novus</title>
		<link>http://ludusnovus.net</link>
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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, interactive entertainment</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>TASOAE: 025</title>
		<link>http://ludusnovus.net/archive/tasoae025/</link>
		<comments>http://ludusnovus.net/archive/tasoae025/#comments</comments>
		<pubDate>Sat, 24 Jul 2010 05:00:00 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?post_type=webcomic_post&#038;p=943</guid>
		<description><![CDATA[President Hulbert was the much-loved and eternally admired friendly old president of Rose-Hulman. He&#8217;d been president forever, but he finally retired after my freshman year. He proved irreplaceable; we went through two more officially selected presidents during my time there, as well as the assorted interim administrators and de facto triumvirates that arise during any [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae025/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-943"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE025-b4188b8-4693e22-349ef00-medium.png" width="300" height="122" alt="" title=""></span></a></p><p>President Hulbert was the much-loved and eternally admired friendly old president of Rose-Hulman.  He&#8217;d been president forever, but he finally retired after my freshman year.  He proved irreplaceable; we went through two more officially selected presidents during my time there, as well as the assorted interim administrators and de facto triumvirates that arise during any rough political transition.</p>
<p>Fun fact: During my first quarter, I got to play a ninja who was kidnapping Dr. Hulbert for a Film Club production.  I was the one who held the chloroform rag to his face.  I may be the last Rose student to ever get that close to the man.</p>
<p>This is the last comic from my freshman year at Rose.  Year 2 heralds some longer (loose) storylines.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Cardstock Dungeons</title>
		<link>http://ludusnovus.net/2010/07/23/cardstock-dungeons/</link>
		<comments>http://ludusnovus.net/2010/07/23/cardstock-dungeons/#comments</comments>
		<pubDate>Sat, 24 Jul 2010 03:16:45 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1015</guid>
		<description><![CDATA[I play in and run tabletop RPGs. For many games, like White Wolf&#8217;s World of Darkness series, all you need for supplies is paper, pencils, and some dice. However, some games call for a more elaborate setup. Since at least its third edition, Dungeons and Dragons, the perennial mainstay of the form, has pretty much [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/cardstock1.jpg" class="leadimage" /><br />
I play in and run tabletop <abbr title="roleplaying games">RPGs</abbr>.  For many games, like White Wolf&#8217;s World of Darkness series, all you need for supplies is paper, pencils, and some dice.  However, some games call for a more elaborate setup.  Since at least its third edition, <i>Dungeons and Dragons</i>, the perennial mainstay of the form, has pretty much required some sort of gridded surface and tokens for use in battle.  The combat system depends on knowing how many squares (inches) away two combatants are, and many rules deal with the exact position of characters as compared to enemies and scenery.  For years, I&#8217;ve used a <a href="http://chessex.com/mats/Battlemats_&#038;_Megamats2nds.htm">slightly-misaligned Chessex battlemat</a> and wet-erase markers for the surface and environment layout, with simple wooden disc-shaped tokens labeled in tape for combatants.  Lately, however, I&#8217;ve found myself yearning for a more visually evocative battlescape, and I think I&#8217;ve found it in the form of <a href="http://www.fatdragongames.com/fdg_3Dfan.html">Fat Dragon Games&#8217;s 3D cardstock terrain</a>.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/07/23/cardstock-dungeons/">Cardstock Dungeons</a>...</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2010/07/23/cardstock-dungeons/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>TASOAE: 024</title>
		<link>http://ludusnovus.net/archive/tasoae024/</link>
		<comments>http://ludusnovus.net/archive/tasoae024/#comments</comments>
		<pubDate>Sat, 17 Jul 2010 05:00:00 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?post_type=webcomic_post&#038;p=942</guid>
		<description><![CDATA[Lovecraftian horror names are hard to spell and pronounce. According to some stories, Lovecraft would give each person who asked a different pronunciation of &#8220;Cthulhu.&#8221; I think my first encounter with gaslighting was in the book The Twits by Roald Dahl.]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae024/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-942"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE024-78ac374-a8ff3e4-b325efe-medium.png" width="300" height="117" alt="" title=""></span></a></p><p>Lovecraftian horror names are hard to spell and pronounce.  According to some stories, Lovecraft would give each person who asked a different pronunciation of &#8220;Cthulhu.&#8221;</p>
<p>I think my first encounter with <a href="http://en.wikipedia.org/wiki/Gaslighting">gaslighting</a> was in the book <i>The Twits</i> by Roald Dahl.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<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 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>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2010/07/14/narthex-released/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
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		<item>
		<title>TASOAE: 023</title>
		<link>http://ludusnovus.net/archive/tasoae023/</link>
		<comments>http://ludusnovus.net/archive/tasoae023/#comments</comments>
		<pubDate>Sat, 10 Jul 2010 05:00:00 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?post_type=webcomic_post&#038;p=941</guid>
		<description><![CDATA[I suspect that &#8220;Last Saturday&#8230;&#8221; caption is there because that was when roommate assignment requests were due. The Thorn newspaper went out on Friday mornings, so I must have been concerned that the topic wasn&#8217;t quite timely enough. Rose did not have co-ed on-campus housing.]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae023/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-941"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE023-b651e31-3a38e13-8120466-f04fc25-a7ee65e-medium.png" width="300" height="117" alt="" title=""></span></a></p><p>I suspect that &#8220;Last Saturday&#8230;&#8221; caption is there because that was when roommate assignment requests were due.  The <i>Thorn</i> newspaper went out on Friday mornings, so I must have been concerned that the topic wasn&#8217;t quite timely enough.</p>
<p>Rose did not have co-ed on-campus housing.</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/archive/tasoae023/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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 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>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2010/07/07/looming-fanart/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<item>
		<title>Looming Released</title>
		<link>http://ludusnovus.net/2010/07/05/looming-released/</link>
		<comments>http://ludusnovus.net/2010/07/05/looming-released/#comments</comments>
		<pubDate>Mon, 05 Jul 2010 20:01:31 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=987</guid>
		<description><![CDATA[My latest game, Looming, is up at Newgrounds. Looming is a game about&#8230; well. This game is about two lovers named January and September. No, wait; it&#8217;s about a group of people who don&#8217;t believe in the sky. No, it&#8217;s about a pantheon of scientific disciplines. Or maybe it&#8217;s about an ancient beast who knew [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.newgrounds.com/portal/view/541333"><img src="http://ludusnovus.net/images/looming200x200.png" class="leadimage" /></a>My latest game, <i>Looming</i>, is up at Newgrounds.  <i>Looming</i> is a game about&#8230; well.</p>
<blockquote><p>This game is about two lovers named January and September.<br />
No, wait; it&#8217;s about a group of people who don&#8217;t believe in the sky.<br />
No, it&#8217;s about a pantheon of scientific disciplines.<br />
Or maybe it&#8217;s about an ancient beast who knew exactly when it was going to die, and how.</p>
<p>It&#8217;s about a place. A place called Looming.</p></blockquote>
<p><strong>Play <i>Looming</i> <a href="http://www.newgrounds.com/portal/view/541333">on Newgrounds</a>.</strong><br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/07/05/looming-released/">Looming Released</a>...</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2010/07/05/looming-released/feed/</wfw:commentRss>
		<slash:comments>80</slash:comments>
		</item>
		<item>
		<title>TASOAE: 022</title>
		<link>http://ludusnovus.net/archive/tasoae022/</link>
		<comments>http://ludusnovus.net/archive/tasoae022/#comments</comments>
		<pubDate>Sat, 03 Jul 2010 05:00:00 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?post_type=webcomic_post&#038;p=940</guid>
		<description><![CDATA[Chemical Engineers are strange creatures that only use computers to talk to their friends and download spyware. Hoosiers are strange creatures that play games that aren&#8217;t digital, use cards that aren&#8217;t collectible, and have rules that make no sense.]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae022/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-940"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE022-daec004-2f45317-68b33c9-medium.png" width="300" height="117" alt="" title=""></span></a></p><p>Chemical Engineers are strange creatures that only use computers to talk to their friends and download spyware.</p>
<p>Hoosiers are strange creatures that play games that aren&#8217;t digital, use cards that aren&#8217;t collectible, and have rules that make no sense.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>TASOAE: 021</title>
		<link>http://ludusnovus.net/archive/tasoae-021/</link>
		<comments>http://ludusnovus.net/archive/tasoae-021/#comments</comments>
		<pubDate>Fri, 02 Jul 2010 05:00:00 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?post_type=webcomic_post&#038;p=939</guid>
		<description><![CDATA[Cthulhu has no problem with killing humans. He is, however, aware of the complications that other humans would experience if they do so. Geeky college students often have trouble distinguishing between making humorous allusions and parroting tired lines from popular works. The cake is a lie.]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae-021/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-939"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE021-b55e4c3-7f58f47-medium.png" width="300" height="117" alt="" title=""></span></a></p><p>Cthulhu has no problem with killing humans.  He is, however, aware of the complications that other humans would experience if <em>they</em> do so.</p>
<p>Geeky college students often have trouble distinguishing between making humorous allusions and parroting tired lines from popular works.  The cake is a lie.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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 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>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>TASOAE: 020</title>
		<link>http://ludusnovus.net/archive/tasoae020/</link>
		<comments>http://ludusnovus.net/archive/tasoae020/#comments</comments>
		<pubDate>Fri, 04 Jun 2010 21:11:30 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/06/12/tasoae020/</guid>
		<description><![CDATA[Ahh, Unreal Tournament 2004. Excellent game. My (eventual) roommate ran a server with a stats mod on it that let you gain experience and upgrade your abilities. It was a bit broken. Edit: Speed was one of the dorms on campus.]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae020/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-837"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE020-81d4858-medium.png" width="300" height="118" alt="" title=""></span></a></p><p>Ahh, <i>Unreal Tournament 2004</i>.  Excellent game.  My (eventual) roommate ran a server with a stats mod on it that let you gain experience and upgrade your abilities.  It was a bit broken.</p>
<p>Edit: Speed was one of the dorms on campus.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>TASOAE: 019</title>
		<link>http://ludusnovus.net/archive/tasoae019/</link>
		<comments>http://ludusnovus.net/archive/tasoae019/#comments</comments>
		<pubDate>Mon, 31 May 2010 21:10:21 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/06/04/tasoae019/</guid>
		<description><![CDATA[Sorry about the lateness. I forgot to schedule this post.]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae019/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-836"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE019-9bc2c2d-medium.png" width="300" height="117" alt="" title=""></span></a></p><p>Sorry about the lateness.  I forgot to schedule this post.</p>
]]></content:encoded>
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		<title>One Measure of Bit.Trip Runner</title>
		<link>http://ludusnovus.net/2010/05/27/one-measure-of-bit-trip-runner/</link>
		<comments>http://ludusnovus.net/2010/05/27/one-measure-of-bit-trip-runner/#comments</comments>
		<pubDate>Thu, 27 May 2010 20:00:22 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[anthropy]]></category>
		<category><![CDATA[difficulty]]></category>
		<category><![CDATA[gaijin]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[punishment]]></category>
		<category><![CDATA[repetition]]></category>
		<category><![CDATA[repetition repetition]]></category>

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

		<guid isPermaLink="false">http://ludusnovus.net/?p=911</guid>
		<description><![CDATA[For those who are interested in mixing linear prose and poetry with gaming, there&#8217;s a project that looks very interesting: &#8220;Moon Taxi,&#8221; brought to my attention by GameSetWatch. &#8220;Moon Taxi&#8221; is a game for Xbox Live Indie Games (not PC, sadly) where you play a taxi driver to the moon. Your passengers tell stories, some [...]]]></description>
			<content:encoded><![CDATA[<p><object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/b4h2-BF9-qI&#038;hl=en_US&#038;fs=1&#038;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/b4h2-BF9-qI&#038;hl=en_US&#038;fs=1&#038;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object></p>
<p>For those who are interested in <a href="http://ludusnovus.net/2010/05/13/fixing-silent-conversation/">mixing linear prose and poetry with gaming</a>, there&#8217;s a project that looks very interesting: &#8220;<a href="http://www.moontaxi.org/">Moon Taxi</a>,&#8221; brought to my attention by <a href="http://www.gamesetwatch.com/2010/05/moon_taxi_flies_you_to_the_moo.php">GameSetWatch</a>.  &#8220;Moon Taxi&#8221; is a game for Xbox Live Indie Games (not PC, sadly) where you play a taxi driver to the moon.  Your passengers tell stories, some submitted by fans, and important words in those stories appear in front of you as you hear them.  It looks very cool; a creative writing prompt and a clever way to approach storytelling all at once.  Check out the <a href="http://www.youtube.com/watch?v=pkvCnmrKw8w">recruitment video</a> for another view at the game and a pretty funny monologue.</p>
<p><img src="http://ludusnovus.net/images/loomingpreview.png"/></p>
<p>And for those curious about my work, my next game is almost done.</p>
<p>It&#8217;s about two lovers named January and September.<br />
No, wait, it&#8217;s about a group of people who don&#8217;t believe in the sky.<br />
No, it&#8217;s about a pantheon of scientific disciplines.<br />
Or maybe it&#8217;s about an ancient beast who knew exactly when it was going to die, and how.</p>
<p>It&#8217;s about a place.  A place called Looming.</p>
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		<title>2D vs 3D: Diagram vs Architecture</title>
		<link>http://ludusnovus.net/2010/05/22/2d-vs-3d-diagram-vs-architecture/</link>
		<comments>http://ludusnovus.net/2010/05/22/2d-vs-3d-diagram-vs-architecture/#comments</comments>
		<pubDate>Sat, 22 May 2010 05:08:43 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=907</guid>
		<description><![CDATA[The &#8217;90s was a decade of tremendous change for video games. 1992 birthed Ultima Underworld and Wolfenstein 3D, heralds of an oncoming wave that crashed ashore with 1993&#8242;s Doom. This wave brought the supremacy of 3D. During the &#8217;80s, 3D was mostly the domain of roleplaying games, but by the end of the &#8217;90s virtually [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/2dvs3d.jpg" class="leadimage" /><br />
The &#8217;90s was a decade of tremendous change for video games. 1992 birthed <i>Ultima Underworld</i> and <i>Wolfenstein 3D</i>, heralds of an oncoming wave that crashed ashore with 1993&#8242;s <i>Doom</i>. This wave brought the supremacy of 3D.  During the &#8217;80s, 3D was mostly the domain of roleplaying games, but by the end of the &#8217;90s virtually all new mainstream video games were rendered in polygonal 3D.</p>
<p>This was more than just a graphical innovation.  It was a revolution of perspective.  The transition from two dimensions to three also marked a transition in the role of the player from observer to inhabitant.  More important than 2D or 3D graphics is the 2D or 3D perspective.  A 2D perspective places the player, the narrator, in a role of watching the game world from outside.  A 3D perspective places the player inside the game world.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/05/22/2d-vs-3d-diagram-vs-architecture/">2D vs 3D: Diagram vs Architecture</a>...</p>
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		<title>TASOAE: 018</title>
		<link>http://ludusnovus.net/archive/tasoae018/</link>
		<comments>http://ludusnovus.net/archive/tasoae018/#comments</comments>
		<pubDate>Fri, 21 May 2010 21:09:12 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/05/28/tasoae018/</guid>
		<description><![CDATA[Civil Engineers bore the brunt of a lot of jokes at Rose. One reason is that one of their early classes involved surveying, which meant that they got to go outside during class and play with cool mirrors on sticks and stuff. They also had classes that discussed weird topics like mud and harmonic resonance. [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae018/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-835"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE018-d094a4c-medium.png" width="300" height="117" alt="" title=""></span></a></p><p>Civil Engineers bore the brunt of a lot of jokes at Rose.  One reason is that one of their early classes involved surveying, which meant that they got to go outside during class and play with cool mirrors on sticks and stuff.  They also had classes that discussed weird topics like mud and <a href="http://www.youtube.com/watch?v=P0Fi1VcbpAI">harmonic resonance</a>.</p>
<p>Remember the woman in the third panel.</p>
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		<slash:comments>0</slash:comments>
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		<title>Phenomenon 32 and the Cinders of Earth</title>
		<link>http://ludusnovus.net/2010/05/19/phenomenon-32-and-the-cinders-of-earth/</link>
		<comments>http://ludusnovus.net/2010/05/19/phenomenon-32-and-the-cinders-of-earth/#comments</comments>
		<pubDate>Wed, 19 May 2010 15:43:18 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[exploration]]></category>
		<category><![CDATA[kyratzes]]></category>
		<category><![CDATA[lofi]]></category>
		<category><![CDATA[mimesis]]></category>
		<category><![CDATA[worldbuilding]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=900</guid>
		<description><![CDATA[I&#8217;ve been playing a game lately about exploring a place where a man-made disaster has bent the very fabric of reality itself, creating bizarre anomalies and strange creatures. I explore the abandoned remnants of cities and laboratories, scrabbling for resources and seeking answers to the nature of the disaster. This game is so good, it&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.jonas-kyratzes.net/games/phenomenon-32/"><img src="http://ludusnovus.net/images/ph32.jpg" class="leadimage" /></a><br />
I&#8217;ve been playing a game lately about exploring a place where a man-made disaster has bent the very fabric of reality itself, creating bizarre anomalies and strange creatures.  I explore the abandoned remnants of cities and laboratories, scrabbling for resources and seeking answers to the nature of the disaster.</p>
<p>This game is so good, it&#8217;s distracted me from playing <i>STALKER</i>.</p>
<p><a href="http://www.jonas-kyratzes.net/">Jonas Kyratzes</a>&#8216;s new game <i><a href="http://www.jonas-kyratzes.net/games/phenomenon-32/">Phenomenon 32</a></i> has a similar setting to <a href="http://www.gsc-game.com/">GSC Game World</a>&#8216;s Chernobyl shooter: the familiar modern world, distorted by the folly of science unbounded by ethics into a place where the very rules of reality can&#8217;t be trusted.  This isn&#8217;t a new premise: <i>STALKER</i> is indirectly based on the 1972 novel <i>Roadside Picnic</i>, and the seminal work for this concept is probably the &#8220;Dying Earth&#8221; series.  It&#8217;s sheer coincidence that I was playing these two games at the same time, but there are several good reasons why <i>Phenomenon 32</i> is winning out.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/05/19/phenomenon-32-and-the-cinders-of-earth/">Phenomenon 32 and the Cinders of Earth</a>...</p>
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		<title>TASOAE: 017</title>
		<link>http://ludusnovus.net/archive/tasoae017/</link>
		<comments>http://ludusnovus.net/archive/tasoae017/#comments</comments>
		<pubDate>Fri, 14 May 2010 22:08:03 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/05/20/tasoae017/</guid>
		<description><![CDATA[This is a variation on a classic gag that has appeared many places. Unfortunately, I know of no fictional students ever enrolled at Rose.]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae017/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-834"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE017-6bcc54a-medium.png" width="300" height="117" alt="" title=""></span></a></p><p>This is a variation on <a href="http://discordia.wikia.com/wiki/Omar_Khayyam_Ravenhurst">a classic gag</a> that <a href="http://en.wikipedia.org/wiki/Lieutenant_Kij%C3%A9">has appeared</a> <a href="http://en.wikipedia.org/wiki/Tuttle_%28M*A*S*H%29">many places</a>.  Unfortunately, I know of no fictional students ever enrolled at Rose.</p>
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		<title>Fixing Silent Conversation</title>
		<link>http://ludusnovus.net/2010/05/13/fixing-silent-conversation/</link>
		<comments>http://ludusnovus.net/2010/05/13/fixing-silent-conversation/#comments</comments>
		<pubDate>Fri, 14 May 2010 03:06:12 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[silent]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=897</guid>
		<description><![CDATA[I like the concept behind my game &#8220;Silent Conversation.&#8221; The words of a piece form the physical structure of a level that is shaped by the setting, events, and feelings of the work&#8217;s content. Unfortunately, &#8220;Silent Conversation&#8221; is, well, not a very good game. It&#8217;s slow, because I wanted to encourage people to read the [...]]]></description>
			<content:encoded><![CDATA[<p>I like the concept behind my game &#8220;<a href="http://ludusnovus.net/my-games/silent-conversation/">Silent Conversation</a>.&#8221;  The words of a piece form the physical structure of a level that is shaped by the setting, events, and feelings of the work&#8217;s content.  Unfortunately, &#8220;Silent Conversation&#8221; is, well, not a very good <em>game</em>.  It&#8217;s slow, because I wanted to encourage people to read the pieces.  But it&#8217;s way too slow to be fun.  The idea of certain words being &#8220;powerful&#8221; is promising, but the dodge-dark-red-things gameplay is more annoying than engaging.</p>
<p>A lot of people really resonated with the idea.  I heard plenty of compliments for the visual interpretation of the text, and for making the text interesting to read, and for the potential of the game for education&#8230; but no one really said the game was fun.  So here&#8217;s a question for you: how can I make a spiritual successor to &#8220;Silent Conversation&#8221; that&#8217;s actually fun?  I&#8217;m seeking your help here.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/05/13/fixing-silent-conversation/">Fixing Silent Conversation</a>...</p>
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		<slash:comments>38</slash:comments>
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		<title>TASOAE: 016</title>
		<link>http://ludusnovus.net/archive/tasoae016/</link>
		<comments>http://ludusnovus.net/archive/tasoae016/#comments</comments>
		<pubDate>Fri, 07 May 2010 22:06:54 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/05/12/tasoae016/</guid>
		<description><![CDATA[Around February (I suppose) of my freshman year, an e-mail was sent to all students from the RAs. It was a letter urging for the tolerance and embracing of diversity. It was one of those deliberately vague e-mails that is clearly in response to a specific event, but where the senders don&#8217;t want to actually [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae016/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-833"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE016-abeb79d-medium.png" width="300" height="119" alt="" title=""></span></a></p><p>Around February (I suppose) of my freshman year, an e-mail was sent to all students from the <abbr title="Resident Assistants">RA</abbr>s.  It was a letter urging for the tolerance and embracing of diversity.  It was one of those deliberately vague e-mails that is clearly in response to a specific event, but where the senders don&#8217;t want to actually talk about an embarrassing incident, and don&#8217;t want to make it seem like they only care about diversity when things go wrong, even though that&#8217;s the only time they do care.</p>
<p>I don&#8217;t remember if I knew what the instigating incident was.  I don&#8217;t think I did; it wasn&#8217;t public knowledge.  If I had to bet, I&#8217;d say it was in response to homophobic slurs being written on some student&#8217;s dorm room whiteboard or something.  But the RA letter was so vague and tentative so as to be pointless.  &#8220;Hey, everyone!  We&#8217;re all different, and that&#8217;s great!&#8221;  All it did was increase the amount of social isolation on those people who <em>were</em> different, because everyone around them was wondering and whispering about whether they were the ones who tattled to the RAs.</p>
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		<title>Games As Simulation</title>
		<link>http://ludusnovus.net/2010/05/03/games-as-simulation/</link>
		<comments>http://ludusnovus.net/2010/05/03/games-as-simulation/#comments</comments>
		<pubDate>Mon, 03 May 2010 19:12:27 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[rules]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=886</guid>
		<description><![CDATA[Games are simulations. Games take a set of rules describing how things work, and they apply those rules to a world state to determine how that world changes over time. Sometimes the rules are very simple; &#8220;Snakes and Ladders&#8221; has about four rules. Sometimes, they are extraordinarily complex; World of Warcraft has rules that govern [...]]]></description>
			<content:encoded><![CDATA[<p>Games are simulations.</p>
<p>Games take a set of rules describing how things work, and they apply those rules to a world state to determine how that world changes over time.  Sometimes the rules are very simple; &#8220;<a href="http://en.wikipedia.org/wiki/Snakes_and_ladders">Snakes and Ladders</a>&#8221; has about four rules.  Sometimes, they are extraordinarily complex; <a href="http://www.worldofwarcraft.com/">World of Warcraft</a> has rules that govern the actions and interactions of thousands of actors at once, with each actor having maybe a hundred different ways to affect the progress of the simulation.  All games, however, share these fundamental attributes: they simulate the changes in a system over time using a set of rules.</p>
<p>Inherent in their status as a simulation is the fact that games are abstractions.  No simulation can be an exact model of real life.  Therefore, games use only a subset of the rules present in the systems they simulate.  Sometimes, games simulate the real world: <i>Roller Coaster Tycoon</i> simulates the everyday workings of a theme park.  Sometimes, they simulate a fantastic world: <i>Morrowind</i> is a simulation of the fictional fantasy island of Vvardenfell.  Sometimes, they simulate an abstract world: Conway&#8217;s &#8220;<a href="http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life">Game of Life</a>&#8221; simulates a world composed of either a grid of unicellular organisms, or a world of multicellular organisms with a very strange way of living.  In all these cases, however, the designers of the game have chosen which rules to include in the simulation and which to abstract away.  <i>Roller Coaster Tycoon</i> does not require the player character to get sleep.  <i>Morrowind</i> allows the PC to eat, but does not require it.  The &#8220;Game of Life&#8221; uses a very limited set of rules.</p>
<p>What distinguishes a game from, say, the sort of airflow simulation used by aerospace engineers?  Player interaction.  In games, players can modify the progress of the simulation.  They can change the starting parameters, or choose what an actor will do, or even modify the rules of the simulation as it progresses.  It is this interactivity that is essential to the nature of games.  Games simulate worlds, but their most important property is that they allow the player to affect the simulation.  It is from this ability that goals emerge, that agency arises, that fun appears.  Games are simulations with life.</p>
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		<slash:comments>4</slash:comments>
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		<title>TASOAE: 015</title>
		<link>http://ludusnovus.net/archive/tasoae015/</link>
		<comments>http://ludusnovus.net/archive/tasoae015/#comments</comments>
		<pubDate>Fri, 30 Apr 2010 21:58:45 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/05/04/tasoae015/</guid>
		<description><![CDATA[It&#8217;s always fun breaking out of the three-panel format. My roommate (future roommate, at the time) actually owned that water gun. It was pretty damn impressive.]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae015/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-832"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE015-bc5199e-medium.png" width="300" height="117" alt="" title=""></span></a></p><p>It&#8217;s always fun breaking out of the three-panel format.</p>
<p>My roommate (future roommate, at the time) actually owned that water gun.  It was pretty damn impressive.</p>
]]></content:encoded>
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		<title>Waves: A Ludum Dare 17 Postmortem</title>
		<link>http://ludusnovus.net/2010/04/26/waves-a-ludum-dare-17-postmortem/</link>
		<comments>http://ludusnovus.net/2010/04/26/waves-a-ludum-dare-17-postmortem/#comments</comments>
		<pubDate>Mon, 26 Apr 2010 23:24:55 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Games Releases]]></category>
		<category><![CDATA[game releases]]></category>
		<category><![CDATA[ludum dare]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[waves]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=878</guid>
		<description><![CDATA[This past weekend I took part in Ludum Dare 17. Ludum Dare is a periodic informal competition where participants make a game in 48 hours based on a certain theme. This time, the theme was &#8220;Islands.&#8221; By the end of the weekend, I created a game called &#8220;Waves,&#8221; which can be played on my site. [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/my-games/waves/"><img src="http://ludusnovus.net/images/waves200x200.png" class="leadimage" /></a><br />
This past weekend I took part in <a href="http://www.ludumdare.com/">Ludum Dare</a> 17.  Ludum Dare is a periodic informal competition where participants make a game in 48 hours based on a certain theme.  This time, the theme was &#8220;Islands.&#8221;  By the end of the weekend, I created a game called &#8220;Waves,&#8221; which can be <a href="http://ludusnovus.net/my-games/waves/">played on my site</a>.  <a href="http://www.refrag.com/">Kayla Kinnunen</a> posted a <a href="http://www.refrag.com/2010/04/26/roller-derby-20xx-postmortem/">postmortem of her own experience</a>, and I thought it would be fun to do one of my own.</p>
<p>Note that the work-in-progress builds linked below will probably require you to click on the game to give it focus before it will react to your keystrokes.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/04/26/waves-a-ludum-dare-17-postmortem/">Waves: A Ludum Dare 17 Postmortem</a>...</p>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>TASOAE: 014</title>
		<link>http://ludusnovus.net/archive/tasoae014/</link>
		<comments>http://ludusnovus.net/archive/tasoae014/#comments</comments>
		<pubDate>Mon, 26 Apr 2010 17:04:36 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/04/26/tasoae014/</guid>
		<description><![CDATA[I never actually saw much locker-room talk about sexual exploits at Rose. This comic stems more from my annoyance at the general concept of such conversations.]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae014/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-831"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE014-cfee793-medium.png" width="300" height="117" alt="" title=""></span></a></p><p>I never actually saw much locker-room talk about sexual exploits at Rose.  This comic stems more from my annoyance at the general concept of such conversations.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>The Majesty of Colored Fish</title>
		<link>http://ludusnovus.net/2010/04/21/the-majesty-of-colored-fish/</link>
		<comments>http://ludusnovus.net/2010/04/21/the-majesty-of-colored-fish/#comments</comments>
		<pubDate>Thu, 22 Apr 2010 04:55:28 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=868</guid>
		<description><![CDATA[From time to time I receive stuff that people have made that&#8217;s inspired by my game &#8220;The Majesty of Colors.&#8221; Jessica works in an office, and they hold coloring contests for some reason. She took a perfectly innocent picture of some fish and turned into something just a little more&#8230; creepy. Click on the image [...]]]></description>
			<content:encoded><![CDATA[<p>From time to time I receive stuff that people have made that&#8217;s inspired by my game &#8220;<a href="http://ludusnovus.net/my-games/the-majesty-of-colors/">The Majesty of Colors</a>.&#8221;  Jessica works in an office, and they hold coloring contests for some reason.  She took a perfectly innocent picture of some fish and turned into something just a little more&#8230; creepy.</p>
<p><a href="http://ludusnovus.net/images/majestyoffish.png"><img src="http://ludusnovus.net/images/majestyoffish-thumb.png" /></a></p>
<p>Click on the image to see it full-size.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<title>Saira</title>
		<link>http://ludusnovus.net/2010/04/21/saira/</link>
		<comments>http://ludusnovus.net/2010/04/21/saira/#comments</comments>
		<pubDate>Wed, 21 Apr 2010 20:13:54 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[nifflas]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=857</guid>
		<description><![CDATA[Saira is an explorer. Three years ago, she was a photographer, working to take pictures of exotic and dangerous wildlife. She is brave and athletic, able to leap from rock to rock without hesitation. Her eyes are trained to notice things hidden in the world around her, and her hand is steady as she takes [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/saira.jpg" class="leadimage" />
<p style="padding-left: 1em"><i>Saira is an explorer.  Three years ago, she was a photographer, working to take pictures of exotic and dangerous wildlife.  She is brave and athletic, able to leap from rock to rock without hesitation.  Her eyes are trained to notice things hidden in the world around her, and her hand is steady as she takes each picture.  She can scramble up air shafts, dodge hungry wildlife, and hazard cruel environments to achieve her goals.</i></p>
<p><i>Saira</i> is a character piece.  <br/>Read the rest of <a href="http://ludusnovus.net/2010/04/21/saira/">Saira</a>...</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
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		<title>TASOAE: 013</title>
		<link>http://ludusnovus.net/archive/tasoae013/</link>
		<comments>http://ludusnovus.net/archive/tasoae013/#comments</comments>
		<pubDate>Fri, 16 Apr 2010 23:03:27 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/04/18/tasoae013/</guid>
		<description><![CDATA[I can&#8217;t say for sure, but I suspect that this comic ran in the same issue that the Entertainment section did a full-page spread on the Lord of the Rings trilogy. Movie theaters should so have fondue at the concession counter.]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae013/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-830"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE013-38f38d0-medium.png" width="300" height="117" alt="" title=""></span></a></p><p>I can&#8217;t say for sure, but I suspect that this comic ran in the same issue that the Entertainment section did a full-page spread on the Lord of the Rings trilogy.</p>
<p>Movie theaters should so have fondue at the concession counter.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<title>Difficulty and Walkthroughs</title>
		<link>http://ludusnovus.net/2010/04/16/difficulty-and-walkthroughs/</link>
		<comments>http://ludusnovus.net/2010/04/16/difficulty-and-walkthroughs/#comments</comments>
		<pubDate>Fri, 16 Apr 2010 18:17:36 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[cheats]]></category>
		<category><![CDATA[constraints]]></category>
		<category><![CDATA[tasselfoot]]></category>
		<category><![CDATA[walkthroughs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=852</guid>
		<description><![CDATA[I had an interesting discussion at GDC with a guy I know named Tasselfoot. Chances are that you know Tass, even if you don&#8217;t think you do; if you&#8217;ve ever used a YouTube walkthrough of a Flash game, that walkthrough was probably made by Tass. As far as I know, he&#8217;s the only person in [...]]]></description>
			<content:encoded><![CDATA[<p>I had an interesting discussion at GDC with a guy I know named <a href="http://tasselfoot.com">Tasselfoot</a>.  Chances are that you know Tass, even if you don&#8217;t think you do; if you&#8217;ve ever used a <a href="http://www.youtube.com/watch?v=nsnYcn_NZlU">YouTube walkthrough of a Flash game</a>, that walkthrough was probably made by Tass.  As far as I know, he&#8217;s the only person in the world who makes his living off of walkthrough videos.</p>
<p>While we were on the bus to the ill-fated Zynga-hosted afterparty, Tass and I had a conversation where he tried to convince me to put links to video walkthroughs inside my games.  Obviously, he has a vested interest in this, but he also believes in it from a player&#8217;s perspective.  Walkthroughs, he feels, should be as accessible as possible to the player.  My initial reaction, as a <a href="http://kotaku.com/5477174/the-search-for-the-video-game-auteurs">video game auteur</a>, was to disagree.  The presence of a walkthrough ruins the carefully-crafted difficulty curve I&#8217;ve prepared for the game.  But as Tass continued, he began to sway my mind.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/04/16/difficulty-and-walkthroughs/">Difficulty and Walkthroughs</a>...</p>
]]></content:encoded>
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		<slash:comments>15</slash:comments>
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		<title>TASOAE: 012</title>
		<link>http://ludusnovus.net/archive/tasoae012/</link>
		<comments>http://ludusnovus.net/archive/tasoae012/#comments</comments>
		<pubDate>Fri, 09 Apr 2010 23:02:18 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/04/10/tasoae012/</guid>
		<description><![CDATA[Read the rest of TASOAE: 012...]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae012/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-829"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE012-af017b5-medium.png" width="300" height="120" alt="" title=""></span></a></p><p><br/>Read the rest of <a href="http://ludusnovus.net/archive/tasoae012/">TASOAE: 012</a>...</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<title>The Brutality of Saints Row 2</title>
		<link>http://ludusnovus.net/2010/04/09/the-brutality-of-saints-row-2/</link>
		<comments>http://ludusnovus.net/2010/04/09/the-brutality-of-saints-row-2/#comments</comments>
		<pubDate>Fri, 09 Apr 2010 17:41:21 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[ethics]]></category>
		<category><![CDATA[saints row 2]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=844</guid>
		<description><![CDATA[I&#8217;d like to take a moment to discuss a game that does some really interesting things with character and storytelling: Volition&#8217;s GTA3-em-up, Saints Row 2. Wait, where are you going? I&#8217;m serious. Here&#8217;s the thing: SR2, more than any other game I&#8217;ve played, makes me despise my player character. By the end of the game, [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;d like to take a moment to discuss a game that does some really interesting things with character and storytelling: Volition&#8217;s GTA3-em-up, <i>Saints Row 2</i>.  Wait, where are you going?  I&#8217;m serious.  Here&#8217;s the thing: <i>SR2</i>, more than any other game I&#8217;ve played, makes me despise my player character.  By the end of the game, my PC is the most reprehensible person in Stilwater.</p>
<p><i>SR2</i> is a game that borrows liberally from <i>Grand Theft Auto 3</i> and its successors.  The player character is a sociopathic criminal, doing a series of missions to gain power in a city while murdering thousands of people in the process.  Playing a game like this, the player should expect to do horrible things; it&#8217;s a game (in this case) about a street gang leader taking over an entire city.  These games set up an environment in which the player can suspend their ethical disbelief.  The world is farcical, with corrupt police, over-the-top raunchy radio ads, and stereotyped characters.  All of the characters with dialog are criminals, and none of the bystanders get enough characterization to make the player empathize with them.</p>
<p>But there&#8217;s something weird in <i>SR2</i>&#8216;s approach.  The middle of the game consists of three parallel storylines, corresponding to the <abbr title="player character">PC</abbr>&#8216;s strengthening of her gang, the Saints, through destruction of three rival gangs: the Sons of Samedi, the Ronin, and the Brotherhood.  The Sons of Samedi plotline is a drug-running crime story <a href="http://www.youtube.com/watch?v=tHe9AZC3Zxg">in the Tarantino vein</a>.  The Ronin is a full-on action movie, complete with <a href="http://www.youtube.com/watch?v=1mIrjeZLwBM#t=7m0s">katana duels</a>.  But the Brotherhood is the brutal story of the cold-hearted destruction of a man and his family.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/04/09/the-brutality-of-saints-row-2/">The Brutality of Saints Row 2</a>...</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>Exploiting the Rules</title>
		<link>http://ludusnovus.net/2010/04/04/exploiting-the-rules/</link>
		<comments>http://ludusnovus.net/2010/04/04/exploiting-the-rules/#comments</comments>
		<pubDate>Sun, 04 Apr 2010 05:55:09 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[cheating]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[geist]]></category>
		<category><![CDATA[LARP]]></category>
		<category><![CDATA[roleplaying games]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=827</guid>
		<description><![CDATA[There&#8217;s a certain class of player behavior in tabletop RPGs and LARPs that often causes issues. It&#8217;s when a player notices a way to be really good at something. There are two ways this is done, and they have gained the nasty names &#8220;min-maxing&#8221; and &#8220;rules-lawyering.&#8221; But this isn&#8217;t actually a bad thing. Read the [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s a certain class of player behavior in tabletop <abbr title="roleplaying games">RPGs</abbr> and <abbr title="live action roleplaying games">LARPs</abbr> that often causes issues.  It&#8217;s when a player notices a way to be really good at something.  There are two ways this is done, and they have gained the nasty names &#8220;min-maxing&#8221; and &#8220;rules-lawyering.&#8221;  But this isn&#8217;t actually a bad thing.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/04/04/exploiting-the-rules/">Exploiting the Rules</a>...</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>TASOAE: 011</title>
		<link>http://ludusnovus.net/archive/tasoae011/</link>
		<comments>http://ludusnovus.net/archive/tasoae011/#comments</comments>
		<pubDate>Sat, 03 Apr 2010 02:01:09 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/04/02/tasoae011/</guid>
		<description><![CDATA[Not much to say here, except that this is the first appearance of Cthulhu&#8217;s attendant demon.]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae011/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-828"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE011-d4b47b5-medium.png" width="300" height="117" alt="" title=""></span></a></p><p>Not much to say here, except that this is the first appearance of Cthulhu&#8217;s attendant demon.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>Indie Game Documentary</title>
		<link>http://ludusnovus.net/2010/03/22/indie-game-documentary/</link>
		<comments>http://ludusnovus.net/2010/03/22/indie-game-documentary/#comments</comments>
		<pubDate>Tue, 23 Mar 2010 00:30:03 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=797</guid>
		<description><![CDATA[Spinach is making a documentary about indie video game developers. At that link above, you can see footage of an interview he did with me, Anna Anthropy, Daphny, and Amon26. Spinach is a cool guy and he&#8217;s trying to get some exposure for a bunch of folks who I&#8217;m really interested in learning more about. [...]]]></description>
			<content:encoded><![CDATA[<p><a href='http://kck.st/cRJcXC'><img border='0' src='http://www.kickstarter.com/projects/spinach/you-meet-the-nicest-people-making-videogames/widget/card.jpg' class="leadimage"/></a><a href="http://www.kickstarter.com/projects/spinach/you-meet-the-nicest-people-making-videogames">Spinach is making a documentary about indie video game developers.</a></p>
<p>At that link above, you can see footage of an interview he did with me, <a href="http://www.auntiepixelante.com/">Anna Anthropy</a>, <a href="http://daphaknee.livejournal.com/">Daphny</a>, and <a href="http://amon26.site11.com/">Amon26</a>.  Spinach is a cool guy and he&#8217;s trying to get some exposure for a bunch of folks who I&#8217;m really interested in learning more about.  He needs your help to do it, so go and <a href="http://www.kickstarter.com/projects/spinach/you-meet-the-nicest-people-making-videogames">pledge to donate on his Kickstarter page</a>.</p>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
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		<title>Ludus Novus 019: False Narrativism: Awesome Zone</title>
		<link>http://ludusnovus.net/2010/03/19/ludus-novus-019-false-narrativism-awesome-zone/</link>
		<comments>http://ludusnovus.net/2010/03/19/ludus-novus-019-false-narrativism-awesome-zone/#comments</comments>
		<pubDate>Sat, 20 Mar 2010 04:03:07 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[False Narrativism]]></category>
		<category><![CDATA[Podcasts]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=792</guid>
		<description><![CDATA[This podcast episode is about an unreleased game from 1990 that a guy showed me at GDC. It&#8217;s called Awesome Zone, and it was created by developer Theodore Alby for a company called KnowSoft over the course of a six-week nervous breakdown. The music for this episode is from &#8220;Three Goes On Forever&#8221; by Time [...]]]></description>
			<content:encoded><![CDATA[<p>This podcast episode is about an unreleased game from 1990 that a guy showed me at GDC.  It&#8217;s called <i>Awesome Zone</i>, and it was created by developer Theodore Alby for a company called KnowSoft over the course of a six-week nervous breakdown.</p>
<p>The music for this episode is from &#8220;Three Goes On Forever&#8221; by Time Slips By, and is available under a Creative Commons Attribution-NonCommercial-Sharealike License as part of the compilation <i><a href="http://www.archive.org/details/MDSQ003">Ctrl-N</a></i>.</p>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
			<enclosure url="http://ludusnovus.net/podpress_trac/feed/792/0/ludusnovus019.mp3" length="21728175" type="audio/mpeg" />
		<itunes:duration>22:38</itunes:duration>
		<itunes:subtitle>This podcast episode is about an unreleased game from 1990 that a guy showed me at GDC.  It's called Awesome Zone, and it was ...</itunes:subtitle>
		<itunes:summary>This podcast episode is about an unreleased game from 1990 that a guy showed me at GDC.  It's called Awesome Zone, and it was created by developer Theodore Alby for a company called KnowSoft over the course of a six-week nervous breakdown.

The music for this episode is from "Three Goes On Forever" by Time Slips By, and is available under a Creative Commons Attribution-NonCommercial-Sharealike License as part of the compilation Ctrl-N.</itunes:summary>
		<itunes:keywords>Digital Games, False Narrativism, Podcasts</itunes:keywords>
		<itunes:author>Gregory Weir</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<item>
		<title>Out of Town in San Francisco</title>
		<link>http://ludusnovus.net/2010/03/07/out-of-town-in-san-francisco/</link>
		<comments>http://ludusnovus.net/2010/03/07/out-of-town-in-san-francisco/#comments</comments>
		<pubDate>Sun, 07 Mar 2010 17:01:31 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=788</guid>
		<description><![CDATA[I&#8217;ll be out of town all this week attending Flash Gaming Summit and Game Developers Conference 2010. My lovely resident PHP expert will be looking into the Case of the Missing Comics while I&#8217;m gone.]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/GDC2010.JPG" /><br />
I&#8217;ll be out of town all this week attending <a href="http://www.flashgamingsummit.com/">Flash Gaming Summit</a> and <a href="http://www.gdconf.com/">Game Developers Conference</a> 2010.  My lovely resident <a href="http://irrsinn.net/">PHP expert</a> will be looking into the Case of the Missing Comics while I&#8217;m gone.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>TASOAE: 010</title>
		<link>http://ludusnovus.net/archive/tasoae010/</link>
		<comments>http://ludusnovus.net/archive/tasoae010/#comments</comments>
		<pubDate>Fri, 05 Mar 2010 22:01:30 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/03/13/tasoae010/</guid>
		<description><![CDATA[The page of choice at Rose was, of course, Goatse. Somehow I got the idea of destroying laptops in my head during my second quarter at Rose. How weird. I wonder how that happened&#8230;]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae010/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-677"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE010-3f751fa-medium.png" width="300" height="118" alt="" title=""></span></a></p><p>The page of choice at Rose was, of course, Goatse.</p>
<p>Somehow I got the idea of destroying laptops in my head during my second quarter at Rose.  How weird.  I wonder how that happened&#8230;</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
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		<title>Perspective and What is Visible</title>
		<link>http://ludusnovus.net/2010/03/04/perspective-and-what-is-visible/</link>
		<comments>http://ludusnovus.net/2010/03/04/perspective-and-what-is-visible/#comments</comments>
		<pubDate>Fri, 05 Mar 2010 00:07:21 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[dead space]]></category>
		<category><![CDATA[fog of war]]></category>
		<category><![CDATA[perspective]]></category>
		<category><![CDATA[rts]]></category>
		<category><![CDATA[starcraft]]></category>
		<category><![CDATA[uncertainty]]></category>
		<category><![CDATA[visibility]]></category>
		<category><![CDATA[zelda]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=786</guid>
		<description><![CDATA[I&#8217;ve been thinking lately, as I&#8217;ve been playing around with 3D tools like Unity, about the nature of perspective and visibility in games. Most games limit the amount of information that the player can see. It&#8217;s very rare to see a game where the entire game world is visible from the beginning (see &#8220;Flood the [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been thinking lately, as I&#8217;ve been playing around with 3D tools like <a href="http://unity3d.com/">Unity</a>, about the nature of perspective and visibility in games.  Most games limit the amount of information that the player can see.  It&#8217;s very rare to see a game where the entire game world is visible from the beginning (see &#8220;<a href="http://gamejolt.com/freeware/games/platformer/flood-the-chamber/1419/">Flood the Chamber</a>&#8221; for a counterexample that does).  This design decision, of how much of the world to show and how much to keep hidden, doesn&#8217;t get enough credit for its importance to the nature of a game.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/03/04/perspective-and-what-is-visible/">Perspective and What is Visible</a>...</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>TASOAE: 009</title>
		<link>http://ludusnovus.net/archive/tasoae009/</link>
		<comments>http://ludusnovus.net/archive/tasoae009/#comments</comments>
		<pubDate>Fri, 26 Feb 2010 10:01:15 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/03/05/tasoae009/</guid>
		<description><![CDATA[The real evil here is making the CS Guy drive an hour to the Indianapolis airport when Cthulhu could have eaten people at the Terre Haute International Airport. This strip appeared around when Half-Life 2 came out.]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae009/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-676"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE009-5b52922-medium.png" width="300" height="119" alt="" title=""></span></a></p><p>The real evil here is making the CS Guy drive an hour to the Indianapolis airport when Cthulhu could have eaten people at the Terre Haute International Airport.</p>
<p>This strip appeared around when Half-Life 2 came out.</p>
]]></content:encoded>
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		<slash:comments>7</slash:comments>
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		<title>2009 XYZZY Awards Nominating</title>
		<link>http://ludusnovus.net/2010/02/25/2009-xyzzy-awards-nominating/</link>
		<comments>http://ludusnovus.net/2010/02/25/2009-xyzzy-awards-nominating/#comments</comments>
		<pubDate>Thu, 25 Feb 2010 17:28:54 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=777</guid>
		<description><![CDATA[The 2009 XYZZY Awards are in their first round of voting, which is basically a nomination round. This is the major annual award show for works of interactive fiction (text adventures). If you liked The Bryant Collection or &#8220;Backup,&#8221; voting for them in this round might be something you want to do. Of course, there [...]]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://xyzzyawards.org/">2009 XYZZY Awards</a> are in their first round of voting, which is basically a nomination round.  This is the major annual award show for works of interactive fiction (text adventures).  If you liked <i><a href="http://ludusnovus.net/my-games/the-bryant-collection/">The Bryant Collection</a></i> or &#8220;<a href="http://ludusnovus.net/2009/12/04/backup-released/">Backup</a>,&#8221; voting for them in this round might be something you want to do.</p>
<p>Of course, there have been several other awesome IF pieces released this year.  I need to play more of them myself before I can make a proper decision.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>A Global Chronicle</title>
		<link>http://ludusnovus.net/2010/02/20/a-global-chronicle/</link>
		<comments>http://ludusnovus.net/2010/02/20/a-global-chronicle/#comments</comments>
		<pubDate>Sat, 20 Feb 2010 21:56:20 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[camarilla]]></category>
		<category><![CDATA[geist]]></category>
		<category><![CDATA[LARP]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=773</guid>
		<description><![CDATA[I am involved in the Camarilla, which is the White Wolf RPG publishing company&#8217;s official fan organization. Among other things, the Cam organizes a global campaign for live action roleplaying, or LARP. This is a &#8220;theatrical LARP,&#8221; not a &#8220;boffer LARP.&#8221; We don&#8217;t hit each other with foam weapons; instead, we have more social and [...]]]></description>
			<content:encoded><![CDATA[<p>I am involved in <a href="http://camarilla.white-wolf.com/">the Camarilla</a>, which is the White Wolf RPG publishing company&#8217;s official fan organization.  Among other things, the Cam organizes a global campaign for live action roleplaying, or LARP.  This is a &#8220;theatrical LARP,&#8221; not a &#8220;boffer LARP.&#8221;  We don&#8217;t hit each other with foam weapons; instead, we have more social and politically-focused games, and any combat is as heavily abstracted as it is in tabletop roleplaying.  The nature of a global campaign raises some very interesting issues in game design.</p>
<p>The Cam is not the only global LARP campaign around; <a href="http://oneworldbynight.org">One World By Night</a> is another organization that runs a similar campaign for the old World of Darkness setting, for example.  As far as I know, though, the Cam is the largest global LARP around.  A global campaign means that local games are connected to games across the US and the world, so that I can go on a trip to California and use the character I play in Charlotte to a Camarilla game there.  Events that occur in Alabama can affect nearby locations, and there are periodic conventions where players and characters from all over the world come to play in a single game.  This results in all sorts of interesting consequences and annoyances.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/02/20/a-global-chronicle/">A Global Chronicle</a>...</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>TASOAE: 008</title>
		<link>http://ludusnovus.net/archive/tasoae008/</link>
		<comments>http://ludusnovus.net/archive/tasoae008/#comments</comments>
		<pubDate>Fri, 19 Feb 2010 21:10:00 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/02/25/tasoae008/</guid>
		<description><![CDATA[The dorm rooms at Rose had awesome old-school steam radiators that would hiss and spit at times. I grew up in the Phoenix area, so I had never encountered a radiator in real life, and I found it charming that they looked exactly like the ones in the movies. There was a fateful day when [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae008/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-675"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE008-07ae979-a434fd7-medium.png" width="300" height="117" alt="" title=""></span></a></p><p>The dorm rooms at Rose had awesome old-school steam radiators that would hiss and spit at times.  I grew up in the Phoenix area, so I had never encountered a radiator in real life, and I found it charming that they looked exactly like the ones in the movies.  There was a fateful day when they turned them on, and they were always careful to notify everyone about it.  I doubt they ever got hot enough to start fires, but I bet they could burn you or melt a thumb drive if you were especially unlucky.</p>
<p>Judging by the mention of a final project, this ran near the end of the fall quarter, in early November.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>TASOAE: 007</title>
		<link>http://ludusnovus.net/archive/tasoae007/</link>
		<comments>http://ludusnovus.net/archive/tasoae007/#comments</comments>
		<pubDate>Fri, 12 Feb 2010 22:08:45 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/02/17/tasoae007/</guid>
		<description><![CDATA[RIAA humor was slightly less out-of-date in 2003.]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae007/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-674"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE007-2ba424a-medium.png" width="300" height="118" alt="" title=""></span></a></p><p>RIAA humor was slightly less out-of-date in 2003.</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<title>Why Uru Matters</title>
		<link>http://ludusnovus.net/2010/02/12/why-uru-matters/</link>
		<comments>http://ludusnovus.net/2010/02/12/why-uru-matters/#comments</comments>
		<pubDate>Fri, 12 Feb 2010 06:32:20 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[uru live]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=763</guid>
		<description><![CDATA[Cyan, now Cyan Worlds, released Myst in 1993. The work became one of the most influential video games of all time. It made the CD-ROM a must-have, led the rise of the atmospheric adventure puzzler, and is the leading suspect in the death of the adventure game. It was the bestselling game of all time [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/uru01.jpg" class="leadimage" />Cyan, now Cyan Worlds, released <i>Myst</i> in 1993.  The work became one of the most influential video games of all time.  It made the CD-ROM a must-have, led the rise of the atmospheric adventure puzzler, and is the leading suspect in the death of the adventure game.  It was the bestselling game of all time until <i>The Sims</i> came along, and is probably, along with Mario and Pac-Man, the game even gaming-illiterate people have heard of.</p>
<p>The magnum opus of Cyan Worlds, however, is a sequel: <i>Uru</i>, now known as <i>Myst Online: Uru Live</i>.  It&#8217;s a Myst <abbr title="Massively Multiplayer Online game">MMO</abbr>, first scheduled for release in 2003.  Before the game was even released, the online portion was canceled.  It was briefly resurrected in 2007-08 by GameTap, then canceled again.  Recently, it has been <a href="http://mystonline.com/">revived again</a> in donation-ware form, but it still has all the bugs and issues that helped contribute to its repeated downfall.  Why should anyone care about or play <i>Uru</i>?  Because it&#8217;s unique.  It does things no other game does.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/02/12/why-uru-matters/">Why Uru Matters</a>...</p>
]]></content:encoded>
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		<title>Dream Project 5 &#8211; The Battle for the Fortress</title>
		<link>http://ludusnovus.net/2010/02/06/dream-project-5-the-battle-for-the-fortress/</link>
		<comments>http://ludusnovus.net/2010/02/06/dream-project-5-the-battle-for-the-fortress/#comments</comments>
		<pubDate>Sun, 07 Feb 2010 02:52:47 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=712</guid>
		<description><![CDATA[This is a summary of my ongoing Dungeons &#038; Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak. When we last left our game, the citizens of Meersha had fled a dragon, Zekleinenezzar, who had taken over their town. They took refuge in an abandoned fortress overlooking [...]]]></description>
			<content:encoded><![CDATA[<p>This is a summary of my ongoing <i>Dungeons &#038; Dragons</i> Fourth Edition game, played with some friends from college over the internet using <a href="http://rptools.net/">MapTool</a> and <a href="http://www.teamspeak.com/">Teamspeak</a>.</p>
<p>When we last left our game, the citizens of Meersha had fled a dragon, Zekleinenezzar, who had taken over their town. They took refuge in an abandoned fortress overlooking the abandoned city of Decolay, which has been taken over by kenku, goblins, and possibly other forces.  They returned from a trip to the dream world to find kobold worshipers of the dragon making advances on the fortress.</p>
<p>The party consists of:<br />
Etzlojek, kobold rogue and lover of fine things, adopted by the town’s general store owner; he is branded Etzlojek the Traitor by the attacking kobolds<br />
Eva, student of the local ritual mage and magic shop owner, who seems like a perfectly normal human wizard with a penchant for shapechanging spells<br />
Donaar, dragonborn warlock and enemy of dragons, who ended up in town after his home city was overrun by undead<br />
Diesa, stalwart dwarven fighter grossed out by bugs, who was visiting family in town and seems to have vampire heritage<br />
Sully, formerly-retired half-elf paladin of Erathis and party NPC, who ran the tavern in Meersha.</p>
<p>This is level five.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/02/06/dream-project-5-the-battle-for-the-fortress/">Dream Project 5 &#8211; The Battle for the Fortress</a>...</p>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>TASOAE: 006</title>
		<link>http://ludusnovus.net/archive/tasoae006/</link>
		<comments>http://ludusnovus.net/archive/tasoae006/#comments</comments>
		<pubDate>Fri, 05 Feb 2010 21:07:30 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/02/10/tasoae006/</guid>
		<description><![CDATA[And so, in my sixth comic, I made an extended Dead Alewives reference. I am not proud of it. It did, however, allow me to have Cthulhu playing himself in an RPG, which is, of course, the only character he would ever play. I seem to remember some D&#038;D or Call of Cthulhu sourcebook explaining [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae006/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-673"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE006-cf61978-medium.png" width="300" height="117" alt="" title=""></span></a></p><p>And so, in my sixth comic, I made an extended <a href="http://en.wikipedia.org/wiki/Dead_Alewives">Dead Alewives</a> reference.  I am not proud of it.  It did, however, allow me to have Cthulhu playing himself in an RPG, which is, of course, the only character he would ever play.  I seem to remember some D&#038;D or Call of Cthulhu sourcebook explaining that Cthulhu ate 1d6 cultists per round, but I can&#8217;t seem to find the reference on the internet.</p>
<p>All of these jokes, of course, were completely unfunny to 90% of the population, even at a geeky school like Rose.</p>
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		<title>Babies Dream of Dead Worlds Released</title>
		<link>http://ludusnovus.net/2010/02/03/babies-dream-of-dead-worlds-released/</link>
		<comments>http://ludusnovus.net/2010/02/03/babies-dream-of-dead-worlds-released/#comments</comments>
		<pubDate>Wed, 03 Feb 2010 14:23:56 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Games Releases]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[babies]]></category>
		<category><![CDATA[game releases]]></category>
		<category><![CDATA[my games]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=754</guid>
		<description><![CDATA[And it&#8217;s out! My December 2009 game is up at Newgrounds. Babies Dream of Dead Worlds is a game about family. Before we have memory, before we know what this world is, we dream. Babies dream of what came before, of universes that are no longer there. Babies dream of dead worlds. Play Babies Dream [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/babiesdream200x200.png" class="leadimage" />And it&#8217;s out!  My December 2009 game is up at Newgrounds.  <i>Babies Dream of Dead Worlds</i> is a game about family.</p>
<blockquote><p>Before we have memory, before we know what this world is, we dream. Babies dream of what came before, of universes that are no longer there. Babies dream of dead worlds.</p></blockquote>
<p><strong>Play <i>Babies Dream of Dead Worlds</i> <a href="http://www.newgrounds.com/portal/view/526456">on Newgrounds</a>.</strong></p>
<p>This game is a sort of surreal platformer, I suppose?  It&#8217;s a bit hard to describe.  It&#8217;s developed using Flixel, and tells the story of three siblings at the end of a world very unlike this one.</p>
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		<slash:comments>37</slash:comments>
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		<title>Designing for LARP</title>
		<link>http://ludusnovus.net/2010/01/30/designing-for-larp/</link>
		<comments>http://ludusnovus.net/2010/01/30/designing-for-larp/#comments</comments>
		<pubDate>Sat, 30 Jan 2010 17:00:46 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=746</guid>
		<description><![CDATA[I may or may not be heading out in a few minutes to drive across snow-covered Charlotte to do the first character-creation session for the Geist: the Sin-Eaters LARP I&#8217;ll be running. Designing for LARP is very different than designing for tabletop or for a digital game; it&#8217;s really more about logistics than creativity. Read [...]]]></description>
			<content:encoded><![CDATA[<p>I may or may not be heading out in a few minutes to drive across snow-covered Charlotte to do the first character-creation session for the <i>Geist: the Sin-Eaters</i> <abbr title="Live Action RolePlaying game">LARP</abbr> I&#8217;ll be running.  Designing for LARP is very different than designing for tabletop or for a digital game; it&#8217;s really more about logistics than creativity.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/01/30/designing-for-larp/">Designing for LARP</a>...</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>TASOAE: 005</title>
		<link>http://ludusnovus.net/archive/tasoae005/</link>
		<comments>http://ludusnovus.net/archive/tasoae005/#comments</comments>
		<pubDate>Fri, 29 Jan 2010 09:06:15 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/02/02/tasoae005/</guid>
		<description><![CDATA[Read the rest of TASOAE: 005...]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae005/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-672"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE005-ad30df4-medium.png" width="300" height="117" alt="" title=""></span></a></p><p><br/>Read the rest of <a href="http://ludusnovus.net/archive/tasoae005/">TASOAE: 005</a>...</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>TASOAE: 004</title>
		<link>http://ludusnovus.net/archive/tasoae004/</link>
		<comments>http://ludusnovus.net/archive/tasoae004/#comments</comments>
		<pubDate>Fri, 22 Jan 2010 22:05:00 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[TASOAE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2010/01/25/tasoae004/</guid>
		<description><![CDATA[Read the rest of TASOAE: 004...]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/archive/tasoae004/"><span class="webcomic-object webcomic-object-post webcomic-object-medium webcomic-object-671"><img src="http://ludusnovus.net/wp-content/webcomic/tasoae/thumbs/TASOAE004-83ca67e-medium.png" width="300" height="117" alt="" title=""></span></a></p><p><br/>Read the rest of <a href="http://ludusnovus.net/archive/tasoae004/">TASOAE: 004</a>...</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Murder and Red Faction: Guerrilla</title>
		<link>http://ludusnovus.net/2010/01/20/murder-and-red-faction-guerrilla/</link>
		<comments>http://ludusnovus.net/2010/01/20/murder-and-red-faction-guerrilla/#comments</comments>
		<pubDate>Thu, 21 Jan 2010 03:41:29 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[red faction: guerrilla]]></category>
		<category><![CDATA[violence]]></category>

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