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	<title>Comments for gamestate</title>
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	<link>http://www.gamestate.org</link>
	<description>All games are serious games, but some games are more serious than others.</description>
	<lastBuildDate>Wed, 01 Jun 2011 12:08:20 +0000</lastBuildDate>
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		<title>Comment on Tetris and Torture by Jay</title>
		<link>http://www.gamestate.org/2009/02/tetris-and-torture/#comment-10</link>
		<dc:creator>Jay</dc:creator>
		<pubDate>Wed, 01 Jun 2011 12:08:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamestate.org/?p=560#comment-10</guid>
		<description>hahaha i kinda find this funny</description>
		<content:encoded><![CDATA[<p>hahaha i kinda find this funny</p>
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		<title>Comment on Kinect-ing to Deleuze by Roberto</title>
		<link>http://www.gamestate.org/2010/11/kinect-ing-to-deleuze/#comment-15</link>
		<dc:creator>Roberto</dc:creator>
		<pubDate>Sun, 12 Dec 2010 17:21:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamestate.org/?p=754#comment-15</guid>
		<description>Do you feel this criticism applies to the evolution of the genre as a whole or to specific commercial trends? In support of the latter, I would offer the popular CoD franchise as a recent iteration of a longstanding style of play that manages to be significantly more constrained than many of its predecessors or contemporaries, &lt;a href=&quot;http://www.youtube.com/watch?v=RULv6HbgEjY&amp;feature=player_embedded#&quot; rel=&quot;nofollow&quot;&gt;even at the most basic level of requiring you to shoot things in some sort of coordinated manner&lt;/a&gt; (caveat: that is the first level, but still...).  With Kinect games (just as with early Wii games) I would argue that you tend to see an exceptional timidity about the limitations, real or imagined, of the new control scheme more than a general design philosophy at work.

The reason I would make this a more narrow criticism of the industry is that I think the same could be directed at any artistic/entertainment medium using its lowest common denominators, and it loses effectiveness when applied so broadly.   Rules don&#039;t have be deceptive about limiting you, and in my opinion can create a unique and enjoyable form of expression when they are well designed.  That seems a fairly obvious insight, but I think it applies to your point here.</description>
		<content:encoded><![CDATA[<p>Do you feel this criticism applies to the evolution of the genre as a whole or to specific commercial trends? In support of the latter, I would offer the popular CoD franchise as a recent iteration of a longstanding style of play that manages to be significantly more constrained than many of its predecessors or contemporaries, <a href="http://www.youtube.com/watch?v=RULv6HbgEjY&amp;feature=player_embedded#" rel="nofollow">even at the most basic level of requiring you to shoot things in some sort of coordinated manner</a> (caveat: that is the first level, but still&#8230;).  With Kinect games (just as with early Wii games) I would argue that you tend to see an exceptional timidity about the limitations, real or imagined, of the new control scheme more than a general design philosophy at work.</p>
<p>The reason I would make this a more narrow criticism of the industry is that I think the same could be directed at any artistic/entertainment medium using its lowest common denominators, and it loses effectiveness when applied so broadly.   Rules don&#8217;t have be deceptive about limiting you, and in my opinion can create a unique and enjoyable form of expression when they are well designed.  That seems a fairly obvious insight, but I think it applies to your point here.</p>
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		<title>Comment on A Neophyte Takes on the Command-Line Interface by Dennis G. Jerz</title>
		<link>http://www.gamestate.org/2010/01/first-time/#comment-14</link>
		<dc:creator>Dennis G. Jerz</dc:creator>
		<pubDate>Tue, 19 Jan 2010 22:21:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamestate.org/?p=623#comment-14</guid>
		<description>If anyone really wants the unedited clips for the purposes of study, I&#039;d be happy to share them. Most of what I trimmed was Peter trying some dead ends, and occasionally when I mumbled a word or stammered, I backed up and started the sentence over again, telling myself &quot;I can just edit that out.&quot;   My primary purpose was to introduce my students to IF play, and let them experience more of Adventure then they are likely to experience on their own.</description>
		<content:encoded><![CDATA[<p>If anyone really wants the unedited clips for the purposes of study, I&#8217;d be happy to share them. Most of what I trimmed was Peter trying some dead ends, and occasionally when I mumbled a word or stammered, I backed up and started the sentence over again, telling myself &#8220;I can just edit that out.&#8221;   My primary purpose was to introduce my students to IF play, and let them experience more of Adventure then they are likely to experience on their own.</p>
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		<title>Comment on NY School To Pursue Ludic Curriculum by Jack</title>
		<link>http://www.gamestate.org/2009/09/ny-school-to-pursue-ludic-curriculum/#comment-13</link>
		<dc:creator>Jack</dc:creator>
		<pubDate>Tue, 29 Sep 2009 04:48:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamestate.org/?p=608#comment-13</guid>
		<description>Hah, excellent simile.</description>
		<content:encoded><![CDATA[<p>Hah, excellent simile.</p>
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		<title>Comment on Machinima, Done Well by Garrison</title>
		<link>http://www.gamestate.org/2009/01/machinima-done-well/#comment-6</link>
		<dc:creator>Garrison</dc:creator>
		<pubDate>Mon, 07 Sep 2009 00:47:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamestate.org/?p=527#comment-6</guid>
		<description>That&#039;s so annoying that Vimeo took it down (if that is indeed what happened).  Vimeo has this nutty &quot;no game-related material&quot; policy that seems very silly.  I&#039;ll see if I can find it elsewhere.</description>
		<content:encoded><![CDATA[<p>That&#8217;s so annoying that Vimeo took it down (if that is indeed what happened).  Vimeo has this nutty &#8220;no game-related material&#8221; policy that seems very silly.  I&#8217;ll see if I can find it elsewhere.</p>
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		<title>Comment on Machinima, Done Well by Jack</title>
		<link>http://www.gamestate.org/2009/01/machinima-done-well/#comment-5</link>
		<dc:creator>Jack</dc:creator>
		<pubDate>Sat, 05 Sep 2009 02:13:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamestate.org/?p=527#comment-5</guid>
		<description>Do you have a new link for this?</description>
		<content:encoded><![CDATA[<p>Do you have a new link for this?</p>
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		<title>Comment on On Newsgames&#8217; Newsworthiness by Sherri Michaels</title>
		<link>http://www.gamestate.org/2009/01/raid-gaza-editorial-games-and-timeliness/#comment-4</link>
		<dc:creator>Sherri Michaels</dc:creator>
		<pubDate>Fri, 17 Jul 2009 19:31:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamestate.org/?p=523#comment-4</guid>
		<description>Bravo!  a very good review and critique of a critique!!</description>
		<content:encoded><![CDATA[<p>Bravo!  a very good review and critique of a critique!!</p>
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		<title>Comment on Joyride: NASA MMO and the Rhetoric of the Military Industrial Complex by Pootel</title>
		<link>http://www.gamestate.org/2009/02/joyride-nasa-mmo-and-the-rhetoric-of-the-military-industrial-complex/#comment-11</link>
		<dc:creator>Pootel</dc:creator>
		<pubDate>Sun, 22 Feb 2009 17:37:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamestate.org/?p=565#comment-11</guid>
		<description>Check this one out.  Not as &quot;pro&quot; looking but love the retro style.  

http://video.google.com/videoplay?docid=-2219029623844772801</description>
		<content:encoded><![CDATA[<p>Check this one out.  Not as &#8220;pro&#8221; looking but love the retro style.  </p>
<p><a href="http://video.google.com/videoplay?docid=-2219029623844772801" rel="nofollow">http://video.google.com/videoplay?docid=-2219029623844772801</a></p>
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		<title>Comment on Tetris and Torture by Blog Wrap Up: Photograpy, Print Media, and the Power of Pink Panties &#124; gnovis</title>
		<link>http://www.gamestate.org/2009/02/tetris-and-torture/#comment-9</link>
		<dc:creator>Blog Wrap Up: Photograpy, Print Media, and the Power of Pink Panties &#124; gnovis</dc:creator>
		<pubDate>Fri, 20 Feb 2009 17:54:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamestate.org/?p=560#comment-9</guid>
		<description>[...] institutions and organizations.&quot;Garrison comments on a new haunting Tetris variant, considering the relationship between narrative and the mechanics of gameplay: &quot;No matter how familiar those mechanics may be: As Tetris becomes a dark exercise in body [...] </description>
		<content:encoded><![CDATA[<p>[...] institutions and organizations.&#8221;Garrison comments on a new haunting Tetris variant, considering the relationship between narrative and the mechanics of gameplay: &#8220;No matter how familiar those mechanics may be: As Tetris becomes a dark exercise in body [...]</p>
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		<title>Comment on On Newsgames&#8217; Newsworthiness by Tetris and Torture &#187; gamestate</title>
		<link>http://www.gamestate.org/2009/01/raid-gaza-editorial-games-and-timeliness/#comment-3</link>
		<dc:creator>Tetris and Torture &#187; gamestate</dc:creator>
		<pubDate>Fri, 20 Feb 2009 02:46:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamestate.org/?p=523#comment-3</guid>
		<description>[...] Raph Koster revisits his book on A Theory of Fun as he points to Loodo&#8217;s Calabouço Tétrico, a highly-polished, deeply disturbing Flash-based Tetris variant that replaces colored blocks with human beings in different states of distress.  Speaking of it on his website, Ian Bogost points back to his text, Persuasive Games (wherein he rejects as inferior those games whose mechanic is not &#8220;tightly coupled&#8221; to its narrative) (see also this post). [...] </description>
		<content:encoded><![CDATA[<p>[...] Raph Koster revisits his book on A Theory of Fun as he points to Loodo&#8217;s Calabouço Tétrico, a highly-polished, deeply disturbing Flash-based Tetris variant that replaces colored blocks with human beings in different states of distress.  Speaking of it on his website, Ian Bogost points back to his text, Persuasive Games (wherein he rejects as inferior those games whose mechanic is not &#8220;tightly coupled&#8221; to its narrative) (see also this post). [...]</p>
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