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	<description>staying up late, playing games</description>
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		<title>Once, Twice, Three Times a Detective</title>
		<link>http://www.lategaming.com/2010/09/03/once-twice-three-times-a-detective/</link>
		<comments>http://www.lategaming.com/2010/09/03/once-twice-three-times-a-detective/#comments</comments>
		<pubDate>Fri, 03 Sep 2010 08:39:26 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[ARG]]></category>
		<category><![CDATA[Commentary]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=715</guid>
		<description><![CDATA[Dolgion Chuluunbaatar of Gamasutra writes about non-linear adventure games: As I was on vacation, I picked up my sister's copy of Sherlock Holmes stories, and quickly I got caught up in the really really beautifully narrated and well thought-out plots. As I had my phase of obsessively playing the classic LucasArts adventure games, the very [...]]]></description>
			<content:encoded><![CDATA[<p>Dolgion Chuluunbaatar of Gamasutra <a href="http://www.gamasutra.com/blogs/DolgionChuluunbaatar/20100902/5876/Sherlock_Holmes_and_NonLinear_Adventure_Games.php">writes about non-linear adventure games</a>:</p>
<blockquote><p>As I was on vacation, I picked up my sister's copy of Sherlock Holmes stories, and quickly I got caught up in the really really beautifully narrated and well thought-out plots. As I had my phase of obsessively playing the classic LucasArts adventure games, the very first Holmes story "A Study in Scarlet" led me to think about the adventure game genre.<br />
...<br />
In "A Study in Scarlet", Sherlock Holmes is first introduced to the reader by the narrator and companion Dr. Watson. It is through his eyes that we perceive the story and Holmes' actions, not counting in the second part that explains some of the necessary background of the plot.<br />
...<br />
It's almost always the question of "What did the game designer want me to understand so that I can find the trigger to advance the narrative?". It's trigger that sometimes puts me off, because in a badly designed game, it can end up in senseless actions being asked of the player and therefore he/she gets stuck for no valid reason. With good puzzle design, this can be minimized, but still, it all puts the player's range of action into an uncomfortable corset.<br />
...<br />
This design paradigm consists of the basic idea that the player should be able to solve a problem by using their own brain power instead of hunting for triggers. Triggers are a more primitive way of the designer forcing the player to think, sadly resulting in use-everything-with-everything orgies if badly done.</p>
<p>A non-linear approach allows the player to make mistakes and encourages the player to make their own conclusions and gives them the power to execute on them. Of course a autonomous world to do that in is awesome already by itself and it should allow for pretty new motivation to replay an actually linear plot line if it was not for the player <img src='http://www.lategaming.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> .</p></blockquote>
<p>Of course, as a gamer I've run many detective games. These range from the high thrill, high horror, low schlock games like <a href="http://nightfall.co">SLA Industries</a> to the low key, psychic conspiracy thrillers like <a href="http://www.lategaming.com/category/game-design/23rd-letter/">The 23rd Letter</a>.</p>
<p>In the 80s, I remember playing<a href="http://en.wikipedia.org/wiki/Sherlock_Holmes_Consulting_Detective"> Consulting Detective</a> with the older kids and thoroughly enjoyed the level of detail, the requirement for immersion and visualisation and the reliance on observation and deduction. But it was not a popular game because to the average teenager, the game was hard. We were smart kids (most of us anyway), and yet we seemed more stupid in a group. Smart as we were, we were no Sherlock Holmes.</p>
<p>It is my belief that when running a detective game, you have to remember that the players are often less than the sum of their parts (due to confusion, interrupted narrative, last night's football results and the imminent arrival of spicy food and naan bread). </p>
<p>This means that even smart individuals may miss important clues, may not see the allusions and the inferences in the newspaper clippings, fag ends and hastily scrawled dying notes which litter the genre. We all have day jobs and families and we're not the super-obsessive compulsive consulting detective that the game might assume so the designer has to take the step of telling us once, telling us twice and telling us a third time to make sure we get the clue. We might misremember small facts, forget to keep copious notes (which, in my opinion, spoils the enjoyment of the game) or simply we may not be wired to think that way. <a href="http://www.straandlooper.com/">Kevin Beimers of Straandlooper</a> spoke about this aspect of game design at an event we held at Belfast Metropolitan College earlier this year. Clues need to be logical and discoverable.</p>
<p>There is also the problem when this translates into a video game that the game will often, by necessity, highlight items which are important. Games like Myst and <a href="http://itunes.apple.com/gb/app/hector-badge-of-carnage-ep1/id351646413?mt=8">Hector: Badge of Carnage</a> thankfully escape much of this but it can be maddening to be tapping around trying to figure out exactly how to get something to work as a fan belt. </p>
<p>But we enjoy the discovery, even as it frustrates and confounds us. I've had almost as much fun watching someone play an engaging game as I have had playing it. So, why are there so few multiplayer detective games?</p>
<p>Are there any?</p>
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		<title>Current Inspirations</title>
		<link>http://www.lategaming.com/2010/08/30/current-inspirations/</link>
		<comments>http://www.lategaming.com/2010/08/30/current-inspirations/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 17:55:34 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Commentary]]></category>
		<category><![CDATA[Cool]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=711</guid>
		<description><![CDATA[Portal - for the non-violent nature of it and the neat teleportation physics puzzles. And removing half of the stupid ways to die. And for this. Mirror's Edge on iPad - for the simple swipe-based mechanics, showing us a new way to do a simple platformer. For showing us how to convert a FPS for [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Portal</strong> - for the non-violent nature of it and the neat teleportation physics puzzles. And removing half of the stupid ways to die. And for <a href="http://itunes.apple.com/gb/album/still-alive/id270749981?i=270749989">this</a>.</p>
<p><strong>Mirror's Edge on iPad</strong> - for the simple swipe-based mechanics, showing us a new way to do a simple platformer. For showing us how to convert a FPS for touch. And for <a href="http://itunes.apple.com/gb/album/still-alive/id312578857?i=312578892">this</a>.</p>
<p><strong>Left4Dead</strong> - for uncompromising 4 player co-op on both sides. For re-inventing the entire zombie genre. For much fun and <a href="http://www.youtube.com/watch?v=7ynZFnozpRw">great instakills</a>. And for <a href='http://www.lategaming.com/wp-content/uploads/2010/08/Tank.mp3'>this</a>.</p>
<p><strong>Myth</strong> - for showing us that you don't need to spend two hours building an army for a 10 minute fight. And building a kick-ass story around it. And for <a href='http://www.lategaming.com/wp-content/uploads/2010/08/04-Into-The-Breach.mp3'>this</a>.</p>
<p>And two movies.</p>
<p><strong>Primer</strong> - for providing an all-round mind-fuck of a movie. and it's available for free (<a href="http://www.lategaming.com/2010/07/27/primer-one-of-the-best-sci-fi-movies/">linked here</a>) on low-resolution web video and of course, available as a DVD.</p>
<p><strong>Inception</strong> - only just out and not long out of the cinemas so there's not a lot that I can say without introducing spoilers. So go and look at the trailer <a href="http://trailers.apple.com/trailers/wb/inception/">here</a> and then go watch the movie. All I can add is "BRRRRANNNNNGGGGGGG". You'll know what I mean after you watch it.</p>
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		<title>Games in Education</title>
		<link>http://www.lategaming.com/2010/08/26/games-in-education/</link>
		<comments>http://www.lategaming.com/2010/08/26/games-in-education/#comments</comments>
		<pubDate>Thu, 26 Aug 2010 10:43:49 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=707</guid>
		<description><![CDATA[I believe that my playing of games has contributed positively to my development as an individual. Traditionally advocacy for gaming has included the development of teamwork and leadership skills, understanding of competition, resource management and also a greater appreciation of geography, politics, religion and 'alien' cultures. Games, especially tabletop role-playing games, have been used in [...]]]></description>
			<content:encoded><![CDATA[<p>I believe that my playing of games has contributed positively to my development as an individual. Traditionally advocacy for gaming has included the development of teamwork and leadership skills, understanding of competition, resource management and also a greater appreciation of geography, politics, religion and 'alien' cultures. Games, especially tabletop role-playing games, have been used in education for years as they are comparatively light on resources, encourage participation and are good for personal development. </p>
<p>I read this from <a href="http://www.brainygamer.com/the_brainy_gamer/2010/08/portal-booklist.html">BrainyGamer</a></p>
<blockquote><p>This year, for the first time, a video game will appear on the syllabus of a course required for all students at Wabash College, where I teach. For me - and for a traditional liberal arts college founded in 1832 - this is a big deal.<br />
...<br />
I pitched the idea to my colleagues on the committee (decidedly not a collection of gamers), and they agreed to try Portal and read selections from Goffman's book. After plowing through some installation issues ("What does this Steam do? Will it expose me to viruses?"), we enjoyed the first meaningful discussion about a video game I've ever had with a group of colleagues across disciplines. They got it. They made the connections, and they enjoyed the game. Most importantly, they saw how Portal could provoke thoughtful reflection and vigorous conversation on questions germane to the course.</p>
<p>And so we're playing Portal at Wabash College.</p></blockquote>
<p><center><a href="http://www.lategaming.com/wp-content/uploads/2010/08/6a00e398244402883301348655f33b970c-500wi.jpg"><img src="http://www.lategaming.com/wp-content/uploads/2010/08/6a00e398244402883301348655f33b970c-500wi-300x225.jpg" alt="" title="The cake is delicious." width="300" height="225" class="aligncenter size-medium wp-image-708" /></a></center></p>
<p>Portal is, for a single player game, utterly fascinating.</p>
<p>I yearn for a group of individuals who get together to not only play games but also to have meaningful discussion about games and play. To examine the meta-design of games and to discuss the reasons why they are fun.</p>
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		<title>BLOC54 &#8211; GameStorming</title>
		<link>http://www.lategaming.com/2010/08/24/bloc54-gamestorming/</link>
		<comments>http://www.lategaming.com/2010/08/24/bloc54-gamestorming/#comments</comments>
		<pubDate>Tue, 24 Aug 2010 22:15:01 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=702</guid>
		<description><![CDATA[Equally useful for the development of tabletop game ideas, this method was used tonight to brainstorm some ideas for videogames in our local game development cluster.]]></description>
			<content:encoded><![CDATA[<p>Equally useful for the development of tabletop game ideas, this method was used tonight to brainstorm some ideas for videogames in our local game development cluster.<br />
<a href="http://www.lategaming.com/wp-content/uploads/2010/08/IMG_1037.jpg"><img src="http://www.lategaming.com/wp-content/uploads/2010/08/IMG_1037-300x224.jpg" alt="" title="Main Board" width="450" height="336" class="aligncenter size-medium wp-image-703" /></a>  <a href="http://www.lategaming.com/wp-content/uploads/2010/08/IMG_1038.jpg"><img src="http://www.lategaming.com/wp-content/uploads/2010/08/IMG_1038-224x300.jpg" alt="" title="Flipboard" width="450" height="600" class="aligncenter size-medium wp-image-704" /></a></p>
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		<title>Yellowcon 2010 (Warhammer 40K Tournament)</title>
		<link>http://www.lategaming.com/2010/08/23/yellowcon-2010-warhammer-40k-tournament/</link>
		<comments>http://www.lategaming.com/2010/08/23/yellowcon-2010-warhammer-40k-tournament/#comments</comments>
		<pubDate>Mon, 23 Aug 2010 19:00:37 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Conventions]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=699</guid>
		<description><![CDATA[Warhammer 40K Tournament (Yellowcon 2010) Sunday, August 29, 2010 from 10:00 AM - 6:00 PM (GMT) Stormont Hotel 587 Upper Newtownards Road BT4 3LP Belfast United Kingdom REGISTER HERE 1750 point tournament. Prizes for winner &#038; runner-up. Access the rules pack which will be necessary for you to play in the tournament The first game [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p><strong>Warhammer 40K Tournament (Yellowcon 2010)</strong><br />
Sunday, August 29, 2010 from 10:00 AM - 6:00 PM (GMT)</p>
<p>Stormont Hotel<br />
587 Upper Newtownards Road<br />
BT4 3LP Belfast<br />
United Kingdom </p>
<p><a href="http://www.eventbrite.com/event/802442126/estwbreg"><strong>REGISTER HERE</strong></a></p>
<p>1750 point tournament. Prizes for winner &#038; runner-up.</p>
<p><a href="https://docs.google.com/fileview?id=0Bzhl4X_gvqkBNGViM2QyNTktOTMwNy00OGNlLTkyMGYtODM3YzE2NzU5NTE1&#038;hl=en">Access the rules pack which will be necessary for you to play in the tournament</a></p>
<p>The first game will start at 10.30, but it will be best for players to be there from 10am.</p>
<p>We hope everyone really enjoy the day!!</p></blockquote>
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		<title>The Fun Theory</title>
		<link>http://www.lategaming.com/2010/08/23/the-fun-theory/</link>
		<comments>http://www.lategaming.com/2010/08/23/the-fun-theory/#comments</comments>
		<pubDate>Mon, 23 Aug 2010 17:43:01 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[ARG]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=696</guid>
		<description><![CDATA[When designing games I tend to think about what will make the game more 'sticky'. At the start, I can usually enthuse someone about a game by talking to them about it. You're the consummate salesperson for your game and design and in theory no-one can sell the concept like you can. To get people [...]]]></description>
			<content:encoded><![CDATA[<p>When designing games I tend to think about what will make the game more 'sticky'. At the start, I can usually enthuse someone about a game by talking to them about it. You're the consummate salesperson for your game and design and in theory no-one can sell the concept like you can. To get people to play (or better still, to pay), you have to describe the game in such terms that it seems fun. This was a challenge with The 23rd Letter because it doesn't contain pictures and like it or not it's the visuals which usually interest someone in a game. </p>
<p>In theory, with the concept of Playbor (work that seems like play), you can make anything seem like fun. Whether this is Tom Sawyer fooling others to whitewash the fence or the complicated patterns from the Folding@Home project, you can get results by adding simple things like achievements, leaderboards and a dollop of fun.</p>
<p>I'm very interested in the motivations of people especially with respect to getting them to change behaviours. Work I've done with the University of Ulster was describing scenarios for changed behaviours and how you can take advantage of those for good (or evil). Needless to say that lots of companies are looking at this area because it goes beyond advertising. In this world, advertising is already dead and we're presenting people with things that would normally be described as 'not fun' and making them into 'fun'. That's actually a lot easier than getting someone to click through on a  banner advert.</p>
<p>Can you get more people to take the stairs by making it more fun?</p>
<p><object width="500" height="306"><param name="movie" value="http://www.youtube.com/v/2lXh2n0aPyw?fs=1&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/2lXh2n0aPyw?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="500" height="306"></embed></object></p>
<p>This is the essence of games. </p>
<p>Not everyone can appreciate the fun of a game like Left4Dead (one of the very best co-operative games on the market). And not everyone is going to appreciate games like Diner Dash or Farmville. But there is a feeling of enjoyment and achievement in all of these games which is what is common in games. </p>
<p>This is Jane McGonigal at TED talking about how games can be used to fix real-world problems.</p>
<p><object width="446" height="326"><param name="movie" value="http://video.ted.com/assets/player/swf/EmbedPlayer.swf"></param><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always"/><param name="wmode" value="transparent"></param><param name="bgColor" value="#ffffff"></param><param name="flashvars" value="vu=http://video.ted.com/talks/dynamic/JaneMcGonigal_2010-medium.flv&#038;su=http://images.ted.com/images/ted/tedindex/embed-posters/JaneMcGonigal-2010.embed_thumbnail.jpg&#038;vw=432&#038;vh=240&#038;ap=0&#038;ti=799&#038;introDuration=15330&#038;adDuration=4000&#038;postAdDuration=830&#038;adKeys=talk=jane_mcgonigal_gaming_can_make_a_better_world;year=2010;theme=the_rise_of_collaboration;theme=design_like_you_give_a_damn;theme=art_unusual;theme=a_taste_of_ted2010;theme=media_that_matters;theme=what_s_next_in_tech;event=TED2010;&#038;preAdTag=tconf.ted/embed;tile=1;sz=512x288;" /><embed src="http://video.ted.com/assets/player/swf/EmbedPlayer.swf" pluginspace="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" wmode="transparent" bgColor="#ffffff" width="446" height="326" allowFullScreen="true" allowScriptAccess="always" flashvars="vu=http://video.ted.com/talks/dynamic/JaneMcGonigal_2010-medium.flv&#038;su=http://images.ted.com/images/ted/tedindex/embed-posters/JaneMcGonigal-2010.embed_thumbnail.jpg&#038;vw=432&#038;vh=240&#038;ap=0&#038;ti=799&#038;introDuration=15330&#038;adDuration=4000&#038;postAdDuration=830&#038;adKeys=talk=jane_mcgonigal_gaming_can_make_a_better_world;year=2010;theme=the_rise_of_collaboration;theme=design_like_you_give_a_damn;theme=art_unusual;theme=a_taste_of_ted2010;theme=media_that_matters;theme=what_s_next_in_tech;event=TED2010;"></embed></object></p>
<p>My aim is to start a new company (working title: Alien Salvage) which will focus on the development of games which will have both learning and healthcare applications as well as being fun. </p>
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		<title>8 Bit Demakes</title>
		<link>http://www.lategaming.com/2010/08/20/8-bit-demakes/</link>
		<comments>http://www.lategaming.com/2010/08/20/8-bit-demakes/#comments</comments>
		<pubDate>Fri, 20 Aug 2010 22:13:22 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Commentary]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=692</guid>
		<description><![CDATA[This article describes 8 bit de-makes - remaking some of todays popular games in 8 bit and 16 bit forms. Some of them still look amazing such as Little Big Planet and Mirrors Edge. All of them are great but these two - you can see why I like them - they'd work really well [...]]]></description>
			<content:encoded><![CDATA[<p>This article describes <a href="http://www.geekosystem.com/8-bit-game-demakes/">8 bit  de-makes</a> - remaking some of todays popular games in 8 bit and 16 bit forms. Some of them still look amazing such as Little Big Planet and Mirrors Edge.</p>
<p><center> 
<a href='http://www.lategaming.com/2010/08/20/8-bit-demakes/lbp/' title='lbp'><img width="150" height="150" src="http://www.lategaming.com/wp-content/uploads/2010/08/lbp-150x150.png" class="attachment-thumbnail" alt="lbp" title="lbp" /></a>
<a href='http://www.lategaming.com/2010/08/20/8-bit-demakes/mirrorsedge/' title='mirrorsedge'><img width="150" height="150" src="http://www.lategaming.com/wp-content/uploads/2010/08/mirrorsedge-150x150.png" class="attachment-thumbnail" alt="mirrorsedge" title="mirrorsedge" /></a>
 </center></p>
<p>All of them are great but these two - you can see why I like them - they'd work really well on a 3.5 inch screen if you know what I mean <img src='http://www.lategaming.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Mirrors Edge is almost already there but looking at LBP - that would, could be a lot of fun.</p>
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		<title>Runnin and Jumpin genre mash</title>
		<link>http://www.lategaming.com/2010/08/20/runnin-and-jumpin-genre-mash/</link>
		<comments>http://www.lategaming.com/2010/08/20/runnin-and-jumpin-genre-mash/#comments</comments>
		<pubDate>Fri, 20 Aug 2010 10:51:03 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Commentary]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=689</guid>
		<description><![CDATA[Earlier this week, we had a meeting of local iOS developers and we segued into a conversation about the development of game ideas ahead of a 'gamestorming' event we have planned for next week. We talked about the development of game ideas and there was a look at the Mirror's Edge game in the context [...]]]></description>
			<content:encoded><![CDATA[<p>Earlier this week, we had a <a href="http://x-cake.ning.com">meeting of local iOS developers</a> and we segued into a conversation about the development of game ideas ahead of a <a href="http://digitalcircle.ning.com/events/gamestorming-bloc54">'gamestorming' event</a> we have planned for next week. </p>
<p>We talked about the development of game ideas and there was a look at the Mirror's Edge game in the context of being a game which essentially involves running and jumping. I decided to add a little pastiche here using the powers of Youtube. All of the games listed below bring different perspectives to the running and jumping genre.</p>
<p>The first running and jumping game was <a href="http://en.wikipedia.org/wiki/Donkey_Kong_(video_game)">Donkey Kong (1981)</a>:<br />
<center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/xrhNsgboKOA?fs=1&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/xrhNsgboKOA?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center></p>
<p>but possibly the most famous running and jumping game is Super Mario Bros.<br />
<center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/9yl_XPkcTl4?fs=1&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/9yl_XPkcTl4?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center></p>
<p>A recent game by an Irish developer is <a href="http://itunes.apple.com/gb/app/into-the-twilight/id376030490?mt=8">Into the Twilight (iTunes link)</a>. It shows a different theme for running and jumping games.<br />
<center><object width="425" height="250"><param name="movie" value="http://www.youtube.com/v/6AWWjAB0iL4?fs=1&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/6AWWjAB0iL4?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="250"></embed></object></center></p>
<p>and finally, I present Mirror's Edge for iPad which I personally think is streets ahead of the FPS released on consoles and PC. But where it wins is in the interface. Touch interface is perfect in this game.<br />
<center><object width="425" height="250"><param name="movie" value="http://www.youtube.com/v/SJgVLmu-EjY?fs=1&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/SJgVLmu-EjY?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="250"></embed></object></center></p>
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		<title>I would not have played if&#8230;</title>
		<link>http://www.lategaming.com/2010/08/20/i-would-not-have-played-if/</link>
		<comments>http://www.lategaming.com/2010/08/20/i-would-not-have-played-if/#comments</comments>
		<pubDate>Fri, 20 Aug 2010 10:15:41 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Commentary]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=686</guid>
		<description><![CDATA[From Wired: A federal judge is allowing a negligence lawsuit to proceed against the publisher of the online virtual-world game Lineage II, amid allegations that a Hawaii man became so addicted he is “unable to function independently in usual daily activities such as getting up, getting dressed, bathing or communicating with family and friends.” Smallwood [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://m.wired.com/threatlevel/2010/08/lineage11-addiction/">From Wired:</a></p>
<blockquote><p>A federal judge is allowing a negligence lawsuit to proceed against the publisher of the online virtual-world game Lineage II, amid allegations that a Hawaii man became so addicted he is “unable to function independently in usual daily activities such as getting up, getting dressed, bathing or communicating with family and friends.”</p>
<p>Smallwood claims to have played Lineage II for 20,000 hours between 2004 and 2009. Among other things, he alleges he would not have begun playing if he was aware “that he would become addicted to the game.”</p></blockquote>
<p>Take some personal responsibility, lard-ass.</p>
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		<title>Review of 20 non-video games at Gamasutra</title>
		<link>http://www.lategaming.com/2010/08/14/review-of-20-non-video-games-at-gamasutra/</link>
		<comments>http://www.lategaming.com/2010/08/14/review-of-20-non-video-games-at-gamasutra/#comments</comments>
		<pubDate>Sat, 14 Aug 2010 21:46:00 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=683</guid>
		<description><![CDATA[Gamasutra has an interesting set of articles on real-world game design. [Game Design Essentials returns with an extensive review of some of the most interesting non-electronic games, from traditional cultural games like Chess and Go through pen-and-paper role playing titles like Call of Cthulhu, European games like The Settlers of Catan, and much more -- [...]]]></description>
			<content:encoded><![CDATA[<p>Gamasutra has an interesting set of <a href="http://www.gamasutra.com/view/feature/5986/game_design_essentials_20_.php">articles on real-world game design.</a></p>
<blockquote><p>[Game Design Essentials returns with an extensive review of some of the most interesting non-electronic games, from traditional cultural games like Chess and Go through pen-and-paper role playing titles like Call of Cthulhu, European games like The Settlers of Catan, and much more -- each with a unique design lesson.]</p></blockquote>
<p>The only game I would add to the review would be <strong>Vampire: The Masquerade</strong> for it's (at the time) unique emphasis on character and the loss of humanity which does compare to the sanity-blasting nature of Call of Cthulhu after a fashion. But the exclusion of the game is undoubtedly because of the afterbirth of the tortured souls who first loved the game: the trenchcoat samurai.  These individuals (and their cohorts, the velvet wannabees) changed the tone of the game and put a lot of people off. When you had a good group, however, you had a game which focused on social interaction, on playing roles like duty, love, passion, perversion - and making it acceptable though challenging to play.</p>
<p>Vampire revitalised the hobby (again) and this role is now being repeated by indie games which have a reduced need for long preparations and rely more on social interaction and 'storytelling' than strict adherence to the result of a dice (if indeed they have any randomising element).</p>
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