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<channel>
	<title>Electron Dance</title>
	
	<link>http://www.electrondance.com</link>
	<description>On Video Games Of The Personal Computer</description>
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		<title>The Company of Troublemakers: Ian Bogost</title>
		<link>http://feedproxy.google.com/~r/ElectronDance/~3/v4vQg93MzX8/</link>
		<comments>http://www.electrondance.com/the-company-of-troublemakers-ian-bogost/#comments</comments>
		<pubDate>Tue, 15 May 2012 20:10:04 +0000</pubDate>
		<dc:creator>HM</dc:creator>
				<category><![CDATA[Talk Talk Talk]]></category>
		<category><![CDATA[The Academics Are Coming]]></category>

		<guid isPermaLink="false">http://www.electrondance.com/?p=4732</guid>
		<description><![CDATA[Ian Bogost: "In any case, I'd much prefer to be in the company of troublemakers than the uncontroversially respectable, no matter what I were to do."]]></description>
			<content:encoded><![CDATA[<p><em><strong>This is the fourth article in the series <a title="The Academics Are Coming" href="http://www.electrondance.com/the-academics-are-coming/">The Academics Are Coming</a>.</strong></em></p>
<div id="attachment_4871" class="wp-caption alignright" style="width: 222px"><a href="http://www.electrondance.com/wp-content/uploads/2012/05/ian-bogost.png"><img class="size-full wp-image-4871" title="ian bogost headshot" src="http://www.electrondance.com/wp-content/uploads/2012/05/ian-bogost.png" alt="" width="212" height="212" /></a><p class="wp-caption-text">Ian Bogost</p></div>
<p><em>Dr. Ian Bogost is one of the more well-known figures of games studies. He is the father of </em>proceduralism<em>, which is a way of reading and designing games with the "mechanics as the message".</em></p>
<p><em>He's written books, such as <a title="Racing the Beam (MIT Press)" href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=11696">Racing the Beam</a>, the definitive tome on the Atari 2600, with Nick Montfort. He's grown a studio called <a title="Persuasive Games site" href="http://www.persuasivegames.com/">Persuasive Games</a> which makes games from a proceduralist perspective and recently unveiled the <a title="Game-O-Matic" href="http://game-o-matic.com/explore-project">Game-O-Matic</a> for the rapid generation of journalistic games. He also developed the Facebook games critique <a title="Cow Clicker (Ian Bogost's site)" href="http://www.bogost.com/games/cow_clicker.shtml">Cow Clicker</a> and a couple of titles on the Atari 2600 platform: <a title="A Slow Year (Ian Bogost's site)" href="http://www.bogost.com/games/game_poems.shtml">A Slow Year</a> which he calls a set of "game poems" (see the <a title="Chewing Cud (Kill Screen Daily)" href="http://killscreendaily.com/articles/reviews/chewing-cud/">recent Kill Screen review by Tommy Rousse</a>) and <a title="Guru Meditation (Ian Bogost's site)" href="http://www.bogost.com/games/guru_meditation.shtml">Guru Meditation</a>.<br />
</em></p>
<p><em>I wanted to find out what Bogost had to say about being both an academic and a games developer<p><a href="http://www.electrondance.com/the-company-of-troublemakers-ian-bogost/">Continue reading: The Company of Troublemakers: Ian Bogost</a></p><img src="http://feeds.feedburner.com/~r/ElectronDance/~4/v4vQg93MzX8" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>This Link Drag Is High Scoring</title>
		<link>http://feedproxy.google.com/~r/ElectronDance/~3/3RAFptfuaWE/</link>
		<comments>http://www.electrondance.com/this-link-drag-is-high-scoring/#comments</comments>
		<pubDate>Fri, 11 May 2012 22:42:06 +0000</pubDate>
		<dc:creator>HM</dc:creator>
				<category><![CDATA[Link Drag]]></category>

		<guid isPermaLink="false">http://www.electrondance.com/?p=4862</guid>
		<description><![CDATA[Five pieces of writing, one new site recommendation, three games and two videos. Contributions from Courtney Stanton, Matt W, Jimmy Maher, Jenn Frank, George Buckenham, Alex Pieschel, Eric Lockaby and David Kanaga.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.electrondance.com/wp-content/uploads/2011/08/linkdrag.jpg"><img class="aligncenter size-full wp-image-3099" title="Link Draaaag" src="http://www.electrondance.com/wp-content/uploads/2011/08/linkdrag.jpg" alt="" width="500" height="257" /></a></p>
<p>Five pieces of writing, one new site recommendation, three games and two videos. Contributions from Courtney Stanton, Matt W, Jimmy Maher, Jenn Frank, George Buckenham, Alex Pieschel, Eric Lockaby and David Kanaga.<p><a href="http://www.electrondance.com/this-link-drag-is-high-scoring/">Continue reading: This Link Drag Is High Scoring</a></p><img src="http://feeds.feedburner.com/~r/ElectronDance/~4/3RAFptfuaWE" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>6</slash:comments>
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		<item>
		<title>A Theoretical War, Part 3</title>
		<link>http://feedproxy.google.com/~r/ElectronDance/~3/z5bB-p7OUR0/</link>
		<comments>http://www.electrondance.com/a-theoretical-war-part-3/#comments</comments>
		<pubDate>Tue, 08 May 2012 20:29:13 +0000</pubDate>
		<dc:creator>HM</dc:creator>
				<category><![CDATA[SuperLongform]]></category>
		<category><![CDATA[The Academics Are Coming]]></category>

		<guid isPermaLink="false">http://www.electrondance.com/?p=4703</guid>
		<description><![CDATA["The war has gone mainstream and encouraged players to take sides. Gamers disaffected with cutscene candy and the dumbing down of difficulty bind themselves to a cause that is ludological in all but name. Artists who think developers haven't risen to the real challenge of the medium, who think bullets have taken precedence over with metaphor and meaning, have camped out in the ground that once belonged to the narratologists."]]></description>
			<content:encoded><![CDATA[<p><em><strong>This is the third article in <a title="The Academics Are Coming" href="http://www.electrondance.com/the-academics-are-coming/">The Academics Are Coming</a> series.</strong></em></p>
<p><a href="http://www.electrondance.com/wp-content/uploads/2012/04/a-theoretical-war-millenario-crowd.jpg"><img class="aligncenter size-full wp-image-4770" title="a theoretical war millenario crowd" src="http://www.electrondance.com/wp-content/uploads/2012/04/a-theoretical-war-millenario-crowd.jpg" alt="" width="500" height="336" /></a></p>
<h2>7. insurgency</h2>
<blockquote><p>"Why contain it? Let it spill over into the schools and churches, let the bodies pile up in the streets. In the end they'll beg us to save them."</p>
<p style="text-align: right;"><strong>Bob Page on the Second Ludology/Narratology War (Deus Ex)</strong></p>
</blockquote>
<p>Today, <a title="Rise of the Videogame Zinesters review (Unwinnable)" href="http://www.unwinnable.com/2012/05/03/rise-of-the-videogame-zinesters/">anyone and his granny can make a game</a> and a new breed of <em>street</em> developer has emerged. Some of these new designers see the prevailing game paradigms as too constricting. Why the need to win or lose? What is the point of points?</p>
<p><a title="Tale of Tales" href="http://tale-of-tales.com">Tale of Tales</a>' Michaël Samyn views the conventional single-player experience as <a title="Braid is not a Game (Tale of Tales Blog)" href="http://tale-of-tales.com/blog/2009/05/01/braid-is-not-a-game/">nothing more than a "test"</a> and, a couple of years ago, he proposed the <a title="Not a Manifesto (Notgames, 2010)" href="http://notgames.org/blog/2010/03/19/not-a-manifesto/"><em>notgames</em> "design challenge"</a> – something he refuses to call an agenda or a movement. He wanted to encourage developers to put aside goal-directed play and aspire to make art with games.</p>
<p><span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='550' height='340' src='http://www.youtube.com/embed/TlqzgzZVgd0?version=3&amp;rel=1&amp;fs=1&amp;showsearch=0&amp;showinfo=1&amp;iv_load_policy=1&amp;wmode=transparent' frameborder='0'></iframe></span></p>
<p>Despite opposing notions of ludology, Samyn's restatement of the single-player formula as a test is a classic ludological, reductionist argument - tear away the shallow exterior, and you are left with nothing but naked hoops to jump through. And just like ludologists, Samyn is interested in crafting significant, unique work in the medium of games. Take a look at these "opposing viewpoints" on Myst:</p>
<p><a title="Genre Trouble (Electronic Book Review)" href="http://www.electronicbookreview.com/thread/firstperson/vigilant">Espen Aarseth in 2004</a>: “Most critics agree that the Miller brothers succeeded eminently in making a fascinating visual landscape, a haunting and beautiful gameworld, but to experienced gamers, the gameplay was boring and derivative, with the same linear structure that was introduced by the first Adventure game sixteen years earlier. Nice video graphics, shame about the game.”</p>
<p><a title="Notgames Fest Keynote (Notgames)" href="http://notgames.org/blog/2011/08/23/notgames-fest-keynote/">Michaël Samyn, the Notgames Fest 2011 keynote</a>: “Why had people not realized that most of us were playing Myst for its world and its stories, and not the arcane puzzles?”</p>
<p>Aarseth and Samyn both make the same point, differing only in emphasis. Aarseth sees failure, but Samyn sees inspiration. Ludology says games are based on mechanics and goals; the notgames perspective calls goals and challenge out as clichés that hobble the greatest of video game art.<p><a href="http://www.electrondance.com/a-theoretical-war-part-3/">Continue reading: A Theoretical War, Part 3</a></p><img src="http://feeds.feedburner.com/~r/ElectronDance/~4/z5bB-p7OUR0" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>A Theoretical War, Part 2</title>
		<link>http://feedproxy.google.com/~r/ElectronDance/~3/2OZaezg3FU4/</link>
		<comments>http://www.electrondance.com/a-theoretical-war-part-2/#comments</comments>
		<pubDate>Tue, 01 May 2012 19:58:42 +0000</pubDate>
		<dc:creator>HM</dc:creator>
				<category><![CDATA[SuperLongform]]></category>
		<category><![CDATA[The Academics Are Coming]]></category>

		<guid isPermaLink="false">http://www.electrondance.com/?p=4700</guid>
		<description><![CDATA[In 1998, Jesper Juul presented a paper titled "A Clash between Game and Narrative" at the Digital Arts and Culture conference, based on his ongoing postgraduate research. He asserted that narrative was not just unimportant in games but actually burdensome. Games and narrative were "two phenomena that fight each other" and attempts to merge them would inevitably "zigzag" between the two.]]></description>
			<content:encoded><![CDATA[<p><em><strong>This is the second article in <a title="The Academics Are Coming" href="http://www.electrondance.com/the-academics-are-coming/">The Academics Are Coming</a> series.</strong></em></p>
<p><a href="http://www.electrondance.com/wp-content/uploads/2012/04/a-theoretical-war-jersey-cannon.jpg"><img class="aligncenter size-full wp-image-4764" title="a theoretical war jersey cannon" src="http://www.electrondance.com/wp-content/uploads/2012/04/a-theoretical-war-jersey-cannon.jpg" alt="" width="500" height="326" /></a></p>
<h2>4. defection</h2>
<p>In 1998, Jesper Juul presented a paper titled <a title="A Clash between Game and Narrative (Jesper Juul)" href="http://www.jesperjuul.net/text/clash_between_game_and_narrative.html">"A Clash between Game and Narrative"</a> at the Digital Arts and Culture conference, based on his ongoing <a title="Jesper Juul's Thesis" href="http://www.jesperjuul.net/thesis/">postgraduate research</a>. He asserted that narrative was not just unimportant in games but actually burdensome. Games and narrative were "two phenomena that fight each other" and attempts to merge them would inevitably "zigzag" between the two.</p>
<p>Juul also demonstrated that narrative ended up as digital paint which is a similar to an argument put forward by Brian Moriarty in last year's GDC and also <a title="Radio With Pictures: Brian Moriarty" href="http://www.electrondance.com/radio-with-pictures-brian-moriarty/">here on Electron Dance</a>:</p>
<blockquote><p>"I illustrated this [using] a silly platformer with background art by Michelangelo, dialog from Shakespeare, characters from Ingmar Bergman movies and music by Bach... but it was still just a platformer... [Such games] may have an arty veneer, and explore important topics and themes, but it's all bolted on to familiar game mechanisms that are not essentially synergistic."</p></blockquote>
<p>Clearly both men take issue with propositions like One and One Story (referenced last week) but I found some of Juul's arguments oddly anachronistic. It was published when game story was becoming more and more important to players and 1998 was notable for being the year that Half-Life blew everyone away. Players were no longer shooting blocks and dodging pixel balls; they were sweating and surviving in Black Mesa, fighting their way out of a catastrophe, trying to piece together what had gone so wrong. Was Juul swimming against the tide?<p><a href="http://www.electrondance.com/a-theoretical-war-part-2/">Continue reading: A Theoretical War, Part 2</a></p><img src="http://feeds.feedburner.com/~r/ElectronDance/~4/2OZaezg3FU4" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>A Theoretical War, Part 1</title>
		<link>http://feedproxy.google.com/~r/ElectronDance/~3/YqOqMSkBfpo/</link>
		<comments>http://www.electrondance.com/a-theoretical-war-part-1/#comments</comments>
		<pubDate>Tue, 24 Apr 2012 21:24:25 +0000</pubDate>
		<dc:creator>HM</dc:creator>
				<category><![CDATA[SuperLongform]]></category>
		<category><![CDATA[The Academics Are Coming]]></category>

		<guid isPermaLink="false">http://www.electrondance.com/?p=4688</guid>
		<description><![CDATA[But it wasn't just the aesthetic-heavy "art game" that bothered me. How many versions of Chess do you really need? Typically, it's just the one. Yet we're comfortable with twenty different platformers, provided they olive branch us a bit of a story, some gloomy ambience or a freakish mechanical gimmick. Does the world really need any more platformers?]]></description>
			<content:encoded><![CDATA[<p><em><strong>This is the first article in <a title="The Academics Are Coming" href="http://www.electrondance.com/the-academics-are-coming/">The Academics Are Coming</a> series.</strong></em></p>
<p><a href="http://www.electrondance.com/wp-content/uploads/2012/04/a-theoretical-war-gaudi.jpg"><img class="aligncenter size-full wp-image-4766" title="a theoretical war gaudi" src="http://www.electrondance.com/wp-content/uploads/2012/04/a-theoretical-war-gaudi.jpg" alt="" width="500" height="375" /></a></p>
<h2>1. prologue</h2>
<p>Perhaps one of my saddest university memories is when I shrugged my shoulders and accepted the end of mathematics.</p>
<p>Before my undergrad years, I devoured every mathematical fact I came across as if starved of adequate mental nutrition. School did a bang-up job of cauterizing the subject, giving the impression that mathematics was done, there was nothing else to know. Congratulations. Game over.</p>
<p>Yet at university, I was faced with an enormous banquet of knowledge that, at first, made me <em>physically excited</em>. I just couldn't get enough. However as I consumed and digested my way through lecture after lecture, I came to the unpleasant realisation that I wouldn’t be able to know everything. In a personal way, it was the end of mathematics and the beginning of unavoidable specialisation.</p>
<p>Mathematics divides into branches and branches within branches. It's like Inception minus the snow soldier shoot-out. It’s ridiculous to vote down one branch as being more “important” than another (fuzzy logic versus probability theory, for example) because each theoretical direction has its place, a purpose.</p>
<p>Take, for example, the humble <a title="Quadratic Equations (Maths Is Fun)" href="http://www.mathsisfun.com/algebra/quadratic-equation.html">quadratic equation</a>. You’re taught in school that the solutions of</p>
<p align="CENTER"><img src='http://s0.wp.com/latex.php?latex=ax%5E2%2Bbx%2Bc%3D0&#038;bg=ffffff&#038;fg=000&#038;s=0' alt='ax^2+bx+c=0' title='ax^2+bx+c=0' class='latex' /></p>
<p>can be calculated from:</p>
<p style="text-align: center;"><img src='http://s0.wp.com/latex.php?latex=x+%3D+%5Cfrac%7B%7B+-+b+%5Cpm+%5Csqrt+%7Bb%5E2+-+4ac%7D+%7D%7D%7B%7B2a%7D%7D&#038;bg=ffffff&#038;fg=000&#038;s=2' alt='x = &#92;frac{{ - b &#92;pm &#92;sqrt {b^2 - 4ac} }}{{2a}}' title='x = &#92;frac{{ - b &#92;pm &#92;sqrt {b^2 - 4ac} }}{{2a}}' class='latex' /></p>
<p>A decent teacher might let slip that there’s also <a title="Solution for Cubic Equations (Vanderbilt Dept of Mathematics)" href="http://www.math.vanderbilt.edu/~schectex/courses/cubic/">a special formula for cubic equations</a> (involving powers of 3) and another for <a title="Quartic Formula (S.O.S. Math)" href="http://www.sosmath.com/algebra/factor/fac12/fac12.html">quartic equations</a> (powers of 4). And what you certainly don’t get told, for fear of shaking your belief in all things holy, is that no one was ever able to find a nice formula for quintics (powers of 5).</p>
<p>It's not that mathematicians weren't trying hard enough. The quartic solution was discovered in the 16th century and all attempts to derive a quintic solution were fruitless. It took another three hundred years and a detour into a highly abstract branch of mathematics called <a title="Algebra (Wikipedia)" href="http://en.wikipedia.org/wiki/Algebra">algebra</a> to prove that a general quintic solution <em>doesn’t exist</em>.</p>
<p>Algebra is a strange land with terms like cyclic groups, isomorphisms, Noetherian rings and algebraic closures. The takeaway from this is that all of these different mathematical lines of inquiry relate to each other in obscene, almost underhand ways.</p>
<p>And then you have games studies.<p><a href="http://www.electrondance.com/a-theoretical-war-part-1/">Continue reading: A Theoretical War, Part 1</a></p><img src="http://feeds.feedburner.com/~r/ElectronDance/~4/YqOqMSkBfpo" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Project Launch: The Academics Are Coming</title>
		<link>http://feedproxy.google.com/~r/ElectronDance/~3/Dpm64iLQwoQ/</link>
		<comments>http://www.electrondance.com/project-launch-the-academics-are-coming/#comments</comments>
		<pubDate>Fri, 20 Apr 2012 21:19:03 +0000</pubDate>
		<dc:creator>HM</dc:creator>
				<category><![CDATA[The Academics Are Coming]]></category>

		<guid isPermaLink="false">http://www.electrondance.com/?p=4685</guid>
		<description><![CDATA[Official launch of this year's major Electron Dance project: The Academics Are Coming.]]></description>
			<content:encoded><![CDATA[<p>There was this idea I'd had for a while: an article about game-making academics. Once <a title="Project: Where We Came From" href="http://www.electrondance.com/project-where-we-came-from/">Where We Came From</a> had finished, I thought I should probably give it a shot. I started approaching academics for contributions last October with a view to write up something short and tight like <a title="Punchbag Artists" href="http://www.electrondance.com/punchbag-artists-2/">Punchbag Artists</a>. But I came to realise that I was working towards something much larger than an essay...</p>
<p>So it's time for a new series, <strong>The Academics Are Coming</strong>. Based around several interviews, it's about games studies academics who make games - who they are, why they do it and the relevance of their work to the gaming industry.</p>
<p>It kicks off for real next Tuesday with the first part of <em>A Theoretical War</em>. Oh and here's a video.</p>
<p><span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='550' height='340' src='http://www.youtube.com/embed/QbaEsGsu690?version=3&amp;rel=1&amp;fs=1&amp;showsearch=0&amp;showinfo=1&amp;iv_load_policy=1&amp;wmode=transparent' frameborder='0'></iframe></span></p>
<p>For more information, have a look at <a title="The Academics Are Coming" href="http://www.electrondance.com/the-academics-are-coming/">the project page</a> which contains the week-by-week schedule. The series should finish mid-August. Please enjoy the ride.</p>
<p>&nbsp;</p>
<img src="http://feeds.feedburner.com/~r/ElectronDance/~4/Dpm64iLQwoQ" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Cat’s Away Chronicles I</title>
		<link>http://feedproxy.google.com/~r/ElectronDance/~3/JH8ftDerN7o/</link>
		<comments>http://www.electrondance.com/cats-away-chronicles-i/#comments</comments>
		<pubDate>Tue, 17 Apr 2012 13:37:36 +0000</pubDate>
		<dc:creator>HM</dc:creator>
				<category><![CDATA[Cat's Away Chronicles]]></category>
		<category><![CDATA[Talk Talk Talk]]></category>

		<guid isPermaLink="false">http://www.electrondance.com/?p=4671</guid>
		<description><![CDATA[The first of a new five-part video series. HM talks to enthusiasts and developers about... video games.]]></description>
			<content:encoded><![CDATA[<p>The first of a five-part video series. This week I drink myself into a stupor with Shaun Green and AJ of <a title="Arcadian Rhythms site" href="http://www.arcadianrhythms.com/">Arcadian Rhythms</a>.</p>
<p>Contains swearing, violence and <strong>nudity</strong>. Actually there's only swearing. What you will discover in the video:</p>
<ul>
<li>Why write about video games?</li>
<li>Why does AJ have a love/hate relationship with GameFAQs?</li>
<li>Cutscenes: to play or to skip?</li>
<li>How gamers on the fringe need the mainstream</li>
<li>The shocking truth that Shaun has a thing for Lyle Fernandez of Mindjack</li>
<li>Schafer vs Hofmeier deathmatch</li>
</ul>
<p><span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='550' height='340' src='http://www.youtube.com/embed/docY0TRmI0I?version=3&amp;rel=1&amp;fs=1&amp;showsearch=0&amp;showinfo=1&amp;iv_load_policy=1&amp;wmode=transparent' frameborder='0'></iframe></span></p>
<p>Referenced links:</p>
<ul>
<li><a title="Top Ten Serious Games (Arcadian Rhythms)" href="http://www.arcadianrhythms.com/2012/04/guest-post-top-ten-serious-games/">Arcadian Rhythms: Top Ten Serious Games</a></li>
<li><a title="2011 Retrospective - The Favourites (Arcadian Rhythms)" href="http://www.arcadianrhythms.com/2012/01/2011-retrospective-the-favourites/">Arcadian Rhythms: 2011 Retrospective - The Favourites</a></li>
<li><a title="An Interview with Littleloud' Darren Garrett (Arcadian Rhythms)" href="http://www.arcadianrhythms.com/2011/09/interview-darren-garrett-sweatshop/">Arcadian Rhythms: An Interview with Littleloud's Darren Garrett</a></li>
<li><a title="The Remnant" href="http://www.electrondance.com/the-remnant/">Neptune's Pride game "Spearbeams and Tears"</a></li>
</ul>
<p>The second episode will be posted on 22 May. Sorry about some of crackling on the audio; the rest of the series is crackle-less.</p>
<img src="http://feeds.feedburner.com/~r/ElectronDance/~4/JH8ftDerN7o" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>18</slash:comments>
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		<item>
		<title>Submergence</title>
		<link>http://feedproxy.google.com/~r/ElectronDance/~3/t9ELpuBkBSc/</link>
		<comments>http://www.electrondance.com/submergence/#comments</comments>
		<pubDate>Tue, 10 Apr 2012 20:30:48 +0000</pubDate>
		<dc:creator>HM</dc:creator>
				<category><![CDATA[Longform]]></category>

		<guid isPermaLink="false">http://www.electrondance.com/?p=4657</guid>
		<description><![CDATA["I look at the games included in the company Blackberry build. I am as underwhelmed as I was the last time I gazed into this small puddle of choices. I break out Klondike. It'll pass the time. I was fascinated with Patience when I was younger even though it is virtually a game of following instructions that emerge from the cards; more tarot than tarot. Jonathan Blow could probably dedicate a whole seminar to the evils of the game. I just want to get to the end of this journey. But another begins."]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.electrondance.com/wp-content/uploads/2012/04/klondike_pick_me_small.jpg"><img class="aligncenter size-full wp-image-4658" title="Klondike Pick Me" src="http://www.electrondance.com/wp-content/uploads/2012/04/klondike_pick_me_small.jpg" alt="Klondike Icon" width="500" height="375" /></a></p>
<p>On the train, tired. Don't want to get a book out, so I fumble for the Blackberry. I've already checked today's news and Google Reader. There's nowhere else to go and it's not much fun seeking out new destinations with a wireless syrupband connection.</p>
<p>I look at the games included in the company Blackberry build. I am as underwhelmed as I was the last time I gazed into this small puddle of choices. I break out Klondike. It'll pass the time. I was fascinated with Patience when I was younger even though it is virtually a game of following instructions that emerge from the cards; more tarot than tarot. Jonathan Blow could probably dedicate a whole seminar to the evils of the game.</p>
<p>I just want to get to the end of this journey.</p>
<p>But another begins.<p><a href="http://www.electrondance.com/submergence/">Continue reading: Submergence</a></p><img src="http://feeds.feedburner.com/~r/ElectronDance/~4/t9ELpuBkBSc" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>12</slash:comments>
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		<item>
		<title>Parenting Is Not an Escort Mission</title>
		<link>http://feedproxy.google.com/~r/ElectronDance/~3/0YL0BMi5kOY/</link>
		<comments>http://www.electrondance.com/parenting-is-not-an-escort-mission/#comments</comments>
		<pubDate>Tue, 03 Apr 2012 21:04:24 +0000</pubDate>
		<dc:creator>HM</dc:creator>
				<category><![CDATA[Critical Distanced]]></category>
		<category><![CDATA[Longform]]></category>

		<guid isPermaLink="false">http://www.electrondance.com/?p=4641</guid>
		<description><![CDATA[Film and literature have managed to explore all of the different aspects of parenthood but, so far, games have achieved very little other than parenthood as an escort mission. That's all children are – something to get injured, blown up, lost, murdered or kidnapped. Their single purpose, in the frightening universe of games, are to be helpless.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.electrondance.com/wp-content/uploads/2012/04/ethan-looks-for-jason-in-a-game-i-never-played.jpg"><img class="aligncenter size-full wp-image-4643" title="Ethan Looks For Jason, Heavy Rain" src="http://www.electrondance.com/wp-content/uploads/2012/04/ethan-looks-for-jason-in-a-game-i-never-played.jpg" alt="" width="500" height="278" /></a></p>
<p>In a personal essay, Jenn Frank used 90s simulation Creatures <a title="Playing God: On Death, Motherhood and Creatures (Unwinnable)" href="http://www.unwinnable.com/2012/01/27/playing-god-on-death-motherhood-and-creatures/">to talk about her disconnection from motherhood</a> – both physical and mental. It's worth your time if you haven't read it already and I'm not here to rip into her article – but I do want to pick up on one point.</p>
<p>There's an implication nestled in the final lines that her experience with Creatures tells her what she would be like as a mother. And <em>zing!</em> went my abstraction alarm.<p><a href="http://www.electrondance.com/parenting-is-not-an-escort-mission/">Continue reading: Parenting Is Not an Escort Mission</a></p><img src="http://feeds.feedburner.com/~r/ElectronDance/~4/0YL0BMi5kOY" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>29</slash:comments>
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		<item>
		<title>Less Cause, More Effect</title>
		<link>http://feedproxy.google.com/~r/ElectronDance/~3/jn6BkT-8k5M/</link>
		<comments>http://www.electrondance.com/less-cause-more-effect/#comments</comments>
		<pubDate>Tue, 27 Mar 2012 19:11:37 +0000</pubDate>
		<dc:creator>HM</dc:creator>
				<category><![CDATA[GameGropes]]></category>
		<category><![CDATA[Longform]]></category>

		<guid isPermaLink="false">http://www.electrondance.com/?p=4619</guid>
		<description><![CDATA[Let's be clear: today, I don't give a shit about games that move me to tears. This is about having impacts beyond the confines of the videogame, a game that leaks.

Today, I'm going to share three personal examples that have done just that. ]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.electrondance.com/wp-content/uploads/2012/03/johnny-got-his-gun-killme.jpg"><img class="aligncenter size-full wp-image-4620" title="johnny-got-his-gun-killme" src="http://www.electrondance.com/wp-content/uploads/2012/03/johnny-got-his-gun-killme.jpg" alt="Figure, in bed, says &quot;Kill Me&quot;" width="500" height="276" /></a></p>
<p>Brian Moriarty, in <a title="Radio With Pictures: Brian Moriarty" href="http://www.electrondance.com/radio-with-pictures-brian-moriarty/">an interview with Electron Dance last year</a>, talked about how he was disenchanted with videogames as a medium. In the comments, <a title="Radio With Pictures comment" href="http://www.electrondance.com/radio-with-pictures-brian-moriarty/#comment-3838">I came clean about where I agreed with Moriarty</a>:</p>
<blockquote><p>Where I would find common ground is this: In 30 years, I can’t remember a single video game that has ever changed the way I think about something. Certainly I have had profound experiences, but these are games in the “emotional simulator” format, not of “and the next day, I saw things differently”.</p></blockquote>
<p>Ever since I wrote that comment, I've been looking for examples where games have changed my world view or taught me something. Let's be clear: today, I don't give a shit about games that move me to tears. This is about having impacts beyond the confines of the videogame, a game that <em>leaks</em>.</p>
<p>Today, I'm going to share three personal examples that have done just that.<p><a href="http://www.electrondance.com/less-cause-more-effect/">Continue reading: Less Cause, More Effect</a></p><img src="http://feeds.feedburner.com/~r/ElectronDance/~4/jn6BkT-8k5M" height="1" width="1"/>]]></content:encoded>
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