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	<title>Ludus Novus &#187; death</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>
	<ttl>1440</ttl>
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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</itunes:keywords>
	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
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	<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>
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		<item>
		<title>Alternatives to Failure</title>
		<link>http://ludusnovus.net/2008/09/10/alternatives-to-failure/</link>
		<comments>http://ludusnovus.net/2008/09/10/alternatives-to-failure/#comments</comments>
		<pubDate>Wed, 10 Sep 2008 12:00:52 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[death]]></category>
		<category><![CDATA[facade]]></category>
		<category><![CDATA[failure]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=36</guid>
		<description><![CDATA[Scott Martin over at Gnome Stew posted yesterday about failure in tabletop roleplaying games. Or rather, the alternatives to simple failure. There&#8217;s any number of reasons why players of an RPG might fail: bad die rolls, bad choices, or simple failure to turn the right direction at an intersection. But often, failure is a bad [...]]]></description>
			<content:encoded><![CDATA[<p>Scott Martin over at <a href="http://www.gnomestew.com/">Gnome Stew</a> posted yesterday about <a href="http://www.gnomestew.com/gming-advice/degrees-of-failure">failure in tabletop roleplaying games</a>.  Or rather, the alternatives to simple failure.  There&#8217;s any number of reasons why players of an <abbr title="roleplaying game">RPG</abbr> might fail: bad die rolls, bad choices, or simple failure to turn the right direction at an intersection.  But often, failure is a bad thing for everyone.</p>
<blockquote><p>Character failure isn’t always a bad thing– if you step back from your character’s eyes and think of the game as a story, you might even root for your character’s failure at times. Failure can show adversity&#8230;, create sympathy&#8230;, feel right&#8230;, provide material for character introspection, and more. But when you get to the climax of the story, it sucks when the dice come up ones and you’re just a sidekick and someone else laps up the glory.</p></blockquote>
<p>This is a problem in tabletop RPGs and in digital games.  Does the game master or developer/game engine just allow the Total Party Kill, even if the fate of the world is at stake?  If the player misses her chance to find a vital clue, is she out of luck?  Martin lists an array of possibilities, and they&#8217;re equally applicable to digital games as to tabletop RPGs.  I&#8217;ll discuss how digital games can deal with failure after the break.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2008/09/10/alternatives-to-failure/">Alternatives to Failure</a>...</p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Execution: Changing Games Forever</title>
		<link>http://ludusnovus.net/2008/06/05/execution-changing-games-forever/</link>
		<comments>http://ludusnovus.net/2008/06/05/execution-changing-games-forever/#comments</comments>
		<pubDate>Thu, 05 Jun 2008 21:42:06 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[death]]></category>
		<category><![CDATA[killing]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=26</guid>
		<description><![CDATA[A few weeks ago, Jesse Venbrux, creator of the previously-discussed Karoshi games, released a short interactive piece called &#8220;Execution.&#8221; Not really a game, &#8220;Execution&#8221; is a quick subversion of what video games typically are and a subtle comment on the thing that the form is currently obsessed with: killing. The impact of the game will [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://gmc.yoyogames.com/index.php?showtopic=375097"><img src="http://ludusnovus.net/images/execution_game.png" alt="A nameless man, tied to a post, is visible through the scope of a gun." style="float: right;" /></a></p>
<p>A few weeks ago, <a href="http://www.venbrux.com">Jesse Venbrux</a>, creator of the <a href="http://ludusnovus.net/2008/04/13/karoshi-20/">previously-discussed</a> <i>Karoshi</i> games, released a short interactive piece called &#8220;<a href="http://gmc.yoyogames.com/index.php?showtopic=375097">Execution</a>.&#8221;  Not really a game, &#8220;Execution&#8221; is a quick subversion of what video games typically are and a subtle comment on the thing that the form is currently obsessed with: killing.</p>
<p>The impact of the game will be stronger if you play it <strong>at least twice</strong> before clicking through to the rest of the discussion.  It should take you about five minutes.  I&#8217;ll wait.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2008/06/05/execution-changing-games-forever/">Execution: Changing Games Forever</a>...</p>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Karoshi 2.0</title>
		<link>http://ludusnovus.net/2008/04/13/karoshi-20/</link>
		<comments>http://ludusnovus.net/2008/04/13/karoshi-20/#comments</comments>
		<pubDate>Sun, 13 Apr 2008 17:07:23 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[death]]></category>
		<category><![CDATA[karoshi]]></category>
		<category><![CDATA[sequel]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=19</guid>
		<description><![CDATA[I just finished Karoshi 2.0 by Jesse Venbrux. It&#8217;s the sequel to the game Karoshi, which I discussed in Episode 009. It&#8217;s interesting what choices Venbrux took with this sequel; the original had gameplay centered around pushing boxes and touching switches, with rules that were generally understood by the player ahead of time. The sequel, [...]]]></description>
			<content:encoded><![CDATA[<p>I just finished <a href="http://gmc.yoyogames.com/index.php?showtopic=369491"><i>Karoshi 2.0</i></a> by <a href="http://www.venbrux.com/">Jesse Venbrux</a>.  It&#8217;s the sequel to the game <a href="http://www.yoyogames.com/games/show/27431"><i>Karoshi</i></a>, which I discussed in <a href="http://ludusnovus.net/2008/03/05/ludus-novus-009-extra-life/">Episode 009</a>.  It&#8217;s interesting what choices Venbrux took with this sequel; the original had gameplay centered around pushing boxes and touching switches, with rules that were generally understood by the player ahead of time.  The sequel, however, is much more metatextual.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2008/04/13/karoshi-20/">Karoshi 2.0</a>...</p>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Ludus Novus 010: ELIZA Is Dead</title>
		<link>http://ludusnovus.net/2008/03/13/ludus-novus-010-eliza-is-dead/</link>
		<comments>http://ludusnovus.net/2008/03/13/ludus-novus-010-eliza-is-dead/#comments</comments>
		<pubDate>Fri, 14 Mar 2008 01:37:48 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[Chinese room]]></category>
		<category><![CDATA[death]]></category>
		<category><![CDATA[ELIZA]]></category>
		<category><![CDATA[game master]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/2008/03/13/ludus-novus-010-eliza-is-dead/</guid>
		<description><![CDATA[Is the illusion of player agency as good as real player agency? Isn&#8217;t a video game just a simulated game master? Is the Chinese Room a good game? If the author is dead, what about the algorithm? The music for this episode is &#8220;The Acorns. Seedin Time in The Oak Room.&#8221; by Loveshadow, and is [...]]]></description>
			<content:encoded><![CDATA[<p>Is the illusion of player agency as good as real player agency?  Isn&#8217;t a video game just a simulated game master?  Is the Chinese Room a good game?  If the author is dead, what about the algorithm?</p>
<p>The music for this episode is &#8220;<a href="http://ccmixter.org/files/Loveshadow/12192">The Acorns. Seedin Time in The Oak Room.</a>&#8221; by <a href="http://ccmixter.org/people/Loveshadow">Loveshadow</a>, and is available under a <a href="http://creativecommons.org/licenses/by-nc/3.0/">Creative Commons Attribution-NonCommercial 3.0 license</a>.</p>
<p>References:</p>
<ul>
<li>John Searle&#8217;s Chinese room</li>
<li>ELIZA</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2008/03/13/ludus-novus-010-eliza-is-dead/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
			<enclosure url="http://ludusnovus.net/podpress_trac/feed/17/0/ludusnovus010.mp3" length="19874541" type="audio/mpeg" />
		<itunes:duration>0:20:42</itunes:duration>
		<itunes:subtitle>Is the illusion of player agency as good as real player agency?  Isn&#8217;t a video game just a simulated game master?  Is the Chinese Room a good game?  If the author is dead, what about the algorithm?
The music for this episode is &#8220;The Acor[...]</itunes:subtitle>
		<itunes:summary>Is the illusion of player agency as good as real player agency?  Isn&#8217;t a video game just a simulated game master?  Is the Chinese Room a good game?  If the author is dead, what about the algorithm?
The music for this episode is &#8220;The Acorns. Seedin Time in The Oak Room.&#8221; by Loveshadow, and is available under a Creative Commons Attribution-NonCommercial 3.0 license.
References:

John Searle&#8217;s Chinese room
ELIZA
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