<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
		xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd"
	xmlns:media="http://search.yahoo.com/mrss/"
>

<channel>
	<title>Ludus Novus &#187; gameplay</title>
	<atom:link href="http://ludusnovus.net/tag/gameplay/feed/" rel="self" type="application/rss+xml" />
	<link>http://ludusnovus.net</link>
	<description>The Art of Interaction</description>
	<lastBuildDate>Tue, 22 May 2012 04:22:06 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<copyright>2006-2008 </copyright>
	<managingEditor>Gregory.Weir@gmail.com (Gregory Weir)</managingEditor>
	<webMaster>Gregory.Weir@gmail.com (Gregory Weir)</webMaster>
	<ttl>1440</ttl>
	<image>
		<url>http://ludusnovus.net/images/ludusnovusblog.jpg</url>
		<title>Ludus Novus</title>
		<link>http://ludusnovus.net</link>
		<width>144</width>
		<height>144</height>
	</image>
	<itunes:subtitle></itunes:subtitle>
	<itunes:summary>The Art of Interaction</itunes:summary>
	<itunes:keywords>ludology, games, game, design, rpgs, interactive, fiction, video, game, theory, interactive, art</itunes:keywords>
	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
	</itunes:category>
	<itunes:category text="Arts">
		<itunes:category text="Literature" />
	</itunes:category>
	<itunes:category text="Society &#38; Culture" />
	<itunes:author>Gregory Weir</itunes:author>
	<itunes:owner>
		<itunes:name>Gregory Weir</itunes:name>
		<itunes:email>Gregory.Weir@gmail.com</itunes:email>
	</itunes:owner>
	<itunes:block>no</itunes:block>
	<itunes:explicit>no</itunes:explicit>
	<itunes:image href="http://ludusnovus.net/images/ludusnovusblog.jpg" />
		<item>
		<title>Jumpman</title>
		<link>http://ludusnovus.net/2009/02/25/jumpman/</link>
		<comments>http://ludusnovus.net/2009/02/25/jumpman/#comments</comments>
		<pubDate>Wed, 25 Feb 2009 21:16:37 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[mcclure]]></category>
		<category><![CDATA[platforming]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=340</guid>
		<description><![CDATA[I love games that break down conventions to their basic elements and make something new out of them. Joining the ranks of Karoshi 2.0 and Braid is Jumpman, a new game by Andrew McClure that&#8217;s been making the rounds lately. It&#8217;s got mechanics and aesthetics from the Atari 2600 era, but it&#8217;s modern under the [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/jumpman.png" class="leadimage" /></p>
<p>I love games that break down conventions to their basic elements and make something new out of them.  Joining the ranks of <i><a href="http://gmc.yoyogames.com/index.php?showtopic=369491">Karoshi 2.0</a></i> and <i>Braid</i> is <i><a href="http://runhello.com/">Jumpman</a></i>, a new game by Andrew McClure that&#8217;s been <a href="http://tigsource.com/articles/2009/02/20/jumpman">making</a> <a href="http://www.auntiepixelante.com/?p=402">the</a> <a href="http://www.indiegames.com/blog/2009/02/freeware_game_pick_jumpman_and.html">rounds</a> lately.  It&#8217;s got mechanics and aesthetics from the Atari 2600 era, but it&#8217;s modern under the hood.  I&#8217;m not sure if I can succeed, but I&#8217;ll try discussing what makes this game interesting.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2009/02/25/jumpman/">Jumpman</a>...</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2009/02/25/jumpman/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Wanting Better Closure</title>
		<link>http://ludusnovus.net/2009/01/25/wanting-better-closure/</link>
		<comments>http://ludusnovus.net/2009/01/25/wanting-better-closure/#comments</comments>
		<pubDate>Sun, 25 Jan 2009 08:36:51 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[closure]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[glaiel]]></category>
		<category><![CDATA[platforming]]></category>
		<category><![CDATA[schubbe]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=297</guid>
		<description><![CDATA[Tyler &#8220;Aether&#8221; Glaiel and Jon Schubbe&#8216;s new game Closure is worth some attention. It&#8217;s a platforming game with a rather cool gameplay mechanic: the player explores a dark world, where surfaces only exist when they&#8217;re illuminated. The art&#8217;s roughly-textured but pretty, and the lighting mechanic looks good and works quite well. The story&#8217;s quite competent, [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/closure.png" class="leadimage" /></p>
<p><a href="http://www.glaielgames.com/">Tyler &#8220;Aether&#8221; Glaiel</a> and <a href="http://www.starogre.com/">Jon Schubbe</a>&#8216;s new game <i><a href="http://www.newgrounds.com/portal/view/480006">Closure</a></i> is worth some attention.  It&#8217;s a platforming game with a rather cool gameplay mechanic: the player explores a dark world, where surfaces only exist when they&#8217;re illuminated.  The art&#8217;s roughly-textured but pretty, and the lighting mechanic looks good and works quite well.  The story&#8217;s quite competent, if a bit cliché. (that car accident you see at the beginning of the game?  Guess who was driving.)  There&#8217;s just one problem: the character control is awful.  Let me elaborate.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2009/01/25/wanting-better-closure/">Wanting Better Closure</a>...</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2009/01/25/wanting-better-closure/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Reducing Complexity</title>
		<link>http://ludusnovus.net/2008/10/06/reducing-complexity/</link>
		<comments>http://ludusnovus.net/2008/10/06/reducing-complexity/#comments</comments>
		<pubDate>Mon, 06 Oct 2008 17:38:01 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[simplicity]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=76</guid>
		<description><![CDATA[I&#8217;ve been working on a digital game for the past week or so, and in the process of designing and refining, I&#8217;ve found myself simplifying the rules quite a bit. Maybe the player character doesn&#8217;t need to gain experience points, if increasingly powerful equipment can have the same effect as increasing intrinsic stats. If the [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been working on a digital game for the past week or so, and in the process of designing and refining, I&#8217;ve found myself simplifying the rules quite a bit.  Maybe the player character doesn&#8217;t <em>need</em> to gain experience points, if increasingly powerful equipment can have the same effect as increasing intrinsic stats.  If the control scheme is so simple that it doesn&#8217;t allow movement that would be possible in real life, that can be a tactical challenge rather than a clumsy system.  Simplification is a process that can turn a good game into a great one.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2008/10/06/reducing-complexity/">Reducing Complexity</a>...</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2008/10/06/reducing-complexity/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>The Interactive Fiction Genre</title>
		<link>http://ludusnovus.net/2008/09/08/the-interactive-fiction-genre/</link>
		<comments>http://ludusnovus.net/2008/09/08/the-interactive-fiction-genre/#comments</comments>
		<pubDate>Mon, 08 Sep 2008 12:00:08 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[genre]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=35</guid>
		<description><![CDATA[In my last podcast, I didn&#8217;t even bring up interactive fiction, which suffers from genre staleness as much or more than other types of games. If you have a text game, you&#8217;re almost guaranteed that you&#8217;ve got a nonviolent, turn-based game where you solve puzzles in a game with a specific sort of world model. [...]]]></description>
			<content:encoded><![CDATA[<p>In my <a href="http://ludusnovus.net/2008/09/06/ludus-novus-012-genre-fiction/">last podcast</a>, I didn&#8217;t even bring up interactive fiction, which suffers from genre staleness as much or more than other types of games.  If you have a text game, you&#8217;re almost guaranteed that you&#8217;ve got a nonviolent, turn-based game where you solve puzzles in a game with a specific sort of world model.  Sure, there are a few exceptions: <a href="http://spacecatrocketship.blogspot.com/">C.E.J. Pacian</a>&#8216;s <i><a href="http://spacecatrocketship.blogspot.com/2008/03/gun-mute-download-now.html">Gun Mute</a></i>, <a href="http://www.joltcountry.com/index.php">Robb Sherwin</a>&#8216;s <i><a href="http://www.joltcountry.com/games/necroticdrift.html">Necrotic Drift</a></i>, and <a href="http://adamcadre.ac">Adam Cadre</a>&#8216;s <i><a href="http://adamcadre.ac/if.html#Lock&#038;Key">Lock &#038; Key</a></i>, to name a few.  But by and large, interactive fiction is cerebral and derivative of the seminal works: <i>Colossal Cave Adventure</i>, <i>Zork</i>, and Graham Nelson&#8217;s <i><a href="http://www.ifwiki.org/index.php/Curses">Curses</a></i>.</p>
<p>Where is the interactive fiction that simulates colonizing space?  Where are the text games that have the same playful feeling as <i>Katamari Damacy</i>?  Why are text adventures always either puzzle-filled exploration games or highbrow, slow-paced stories?</p>
<p>I&#8217;m being a bit cruel, I think.  But I still can&#8217;t think of a single piece of interactive fiction that I&#8217;d pick up and play for fun after finishing it once.  There&#8217;s no gameplay to most IF except puzzle solving and figuring out what happens next.  A good friend of mine once pointed out that in interactive fiction, you never really <em>do</em> stuff.</p>
<p>I&#8217;d like to see that change.</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2008/09/08/the-interactive-fiction-genre/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
	</channel>
</rss>

