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	<title>IndustryBroadcast &#187; Game Design</title>
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	<link>http://www.industrybroadcast.com</link>
	<description>Bringing the Collective Insight of the Gaming Industry to your ears</description>
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	<language>en</language>
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	<copyright>2010 </copyright>
	<managingEditor>ryan@industrybroadcast.com (RyanW)</managingEditor>
	<webMaster>ryan@industrybroadcast.com (RyanW)</webMaster>
	<category>Video Game Industry</category>
	<ttl>1440</ttl>
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		<title>IndustryBroadcast &#187; Game Design</title>
		<link>http://www.industrybroadcast.com</link>
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	<itunes:subtitle>Industrybroadcast.com - Bringing the Collective Insight of the Gaming Industry to your Ears</itunes:subtitle>
	<itunes:summary>Bringing the Collective Insight of the Gaming Industry to your ears</itunes:summary>
	<itunes:keywords>Video Game, Video Game Industry, Game developer, Game designer, video game producer, video game manager, game education, video game studio</itunes:keywords>
	<itunes:category text="Technology">
		<itunes:category text="Software How-To" />
	</itunes:category>
	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
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	<itunes:category text="Business" />
	<itunes:author>RyanW</itunes:author>
	<itunes:owner>
		<itunes:name>RyanW</itunes:name>
		<itunes:email>ryan@industrybroadcast.com</itunes:email>
	</itunes:owner>
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	<itunes:explicit>no</itunes:explicit>
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		<item>
		<title>Audio Artcle #158 &#8211; Machinations</title>
		<link>http://www.industrybroadcast.com/2009/11/12/audio-artcle-158-machinations/</link>
		<comments>http://www.industrybroadcast.com/2009/11/12/audio-artcle-158-machinations/#comments</comments>
		<pubDate>Fri, 13 Nov 2009 04:26:41 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[diagrams]]></category>
		<category><![CDATA[feedback loops]]></category>
		<category><![CDATA[joris dormans]]></category>
		<category><![CDATA[jorisdormans.nl]]></category>
		<category><![CDATA[machinations]]></category>
		<category><![CDATA[petri-nets]]></category>
		<category><![CDATA[state machines]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=586</guid>
		<description><![CDATA[In the game of Risk the main resources are easily identifiable: armies, lands and cards are represented by actual playing pieces, positions on the board and playing cards. However, sometimes resources can be more abstract.]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.jorisdormans.nl" target="_blank">Joris Dorman</a>&#8216;s has opened up his mind once again and created yet another incredibly in-depth and lengthy article that will no doubt shed light on many systems in design we take for granted and perhaps understand less than we should.  With this understanding and framework that Joris creates designers can quantify aspects of their design enabling them to hone in on design goals and truly create the experience they are aiming for</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://jorisdormans.nl/article.php?ref=blueprint" target="_blank"></a></span><a target="_blank" href="http://www.jorisdormans.nl/article.php?ref=machinations" target="_blank">Machinations</a><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<p><span style="color: #999999;"><strong>Appendix</strong>: <a target="_blank" href="http://www.jorisdormans.nl/machinations/" target="_blank">http://www.jorisdormans.nl/machinations/</a> </span></p>
<h2><span style="color: #999999;"> </span></h2>
<h2><span style="color: #999999;">Written by: Joris Dormans</span><span style="color: #999999;">(</span><a target="_blank" href="http://www.jorisdormans.nl " target="_blank"><span style="color: #999999;">www.jorisdormans.nl</span></a><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on November 12th, <strong>2009</strong></span></span></h2>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Joris Dorman's has opened up his mind once again and created yet another incredibly in-depth and lengthy article that will no doubt shed light on ...</itunes:subtitle>
		<itunes:summary>Joris Dorman's has opened up his mind once again and created yet another incredibly in-depth and lengthy article that will no doubt shed light on many systems in design we take for granted and perhaps understand less than we should.  With this understanding and framework that Joris creates designers can quantify aspects of their design enabling them to hone in on design goals and truly create the experience they are aiming for
Title: "Machinations" - Original Article
Appendix: http://www.jorisdormans.nl/machinations/ 
 
Written by: Joris Dormans(www.jorisdormans.nl) 
Read aloud by: Ryan Wiancko on November 12th, 2009</itunes:summary>
		<itunes:keywords>Game Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #157(A+B): Immersion + Witnesses</title>
		<link>http://www.industrybroadcast.com/2009/10/27/audio-article-157ab-immersion-witnesses/</link>
		<comments>http://www.industrybroadcast.com/2009/10/27/audio-article-157ab-immersion-witnesses/#comments</comments>
		<pubDate>Wed, 28 Oct 2009 08:08:55 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[allegory-of-the-game.com]]></category>
		<category><![CDATA[immersion]]></category>
		<category><![CDATA[philippe Ringuette-Angrignon]]></category>
		<category><![CDATA[witnesses]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=583</guid>
		<description><![CDATA[Philippe Ringuette-Angrignon has returned to grace the IB with more insight, today dealing with two related topics.  Firstly being that of immersion, some important do&#8217;s and don&#8217;ts for this all too important goal of game design.  The second topic on the agenda is a theory on increasing the sense of agency in the game through [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.allegory-of-the-game.com/" target="_blank">Philippe Ringuette-Angrignon</a> has returned to grace the IB with more insight, today dealing with two related topics.  Firstly being that of immersion, some important do&#8217;s and don&#8217;ts for this all too important goal of game design.  The second topic on the agenda is a theory on increasing the sense of agency in the game through in-game witnesses.  Postulating that with an audience to witness the players activities, be it real or not, the level of agency will increase leading to a much better gaming experience.</p>
<h2><span style="color: #999999;">Title A: </span><span style="color: #999999;">&#8220;</span><a target="_blank" href="http://www.allegory-of-the-game.com/archives/5" target="_blank">Immersion &#8211; Keeping the shadow puppeteer behind the screen</a><span style="color: #999999;">&#8221; &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Title B: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://www.allegory-of-the-game.com/archives/53" target="_blank">Witnesses &#8211; Giving the player the impression that his actions matter</a></span><span style="color: #999999;">&#8221; &#8211; Original Article</span><span style="color: #999999;"><br />
</span></h2>
<h2><span style="color: #999999;">Written by: Philippe Ringuette-Angrignon </span><span style="color: #999999;">(</span><a target="_blank" href="http://www.allegory-of-the-game.com/" target="_blank">www.allegory-of-the-game.com</a><a target="_blank" href="http://www.dperry.com" target="_blank"></a><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on Oct 28th, 2009</span> </span></h2>
<div id="_mcePaste" style="overflow: hidden; position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px;">FlatRedBall framework for XNA found at www.flatredball.com</div>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/10/27/audio-article-157ab-immersion-witnesses/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Philippe Ringuette-Angrignon has returned to grace the IB with more insight, today dealing with two related topics.  Firstly being that of immersion, some important do's ...</itunes:subtitle>
		<itunes:summary>Philippe Ringuette-Angrignon has returned to grace the IB with more insight, today dealing with two related topics.  Firstly being that of immersion, some important do's and don'ts for this all too important goal of game design.  The second topic on the agenda is a theory on increasing the sense of agency in the game through in-game witnesses.  Postulating that with an audience to witness the players activities, be it real or not, the level of agency will increase leading to a much better gaming experience.
Title A: "Immersion - Keeping the shadow puppeteer behind the screen" - Original Article
Title B: "Witnesses - Giving the player the impression that his actions matter" - Original Article

Written by: Philippe Ringuette-Angrignon (www.allegory-of-the-game.com) 
Read aloud by: Ryan Wiancko on Oct 28th, 2009 
FlatRedBall framework for XNA found at www.flatredball.com</itunes:summary>
		<itunes:keywords>Game Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #156: Designing and Integrating Puzzles in Action-Adventure Games</title>
		<link>http://www.industrybroadcast.com/2009/10/16/audio-article-156-designing-and-integrating-puzzles-in-action-adventure-games/</link>
		<comments>http://www.industrybroadcast.com/2009/10/16/audio-article-156-designing-and-integrating-puzzles-in-action-adventure-games/#comments</comments>
		<pubDate>Fri, 16 Oct 2009 12:36:45 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[action-adventure games]]></category>
		<category><![CDATA[adventure games]]></category>
		<category><![CDATA[gamedesignstudio.com]]></category>
		<category><![CDATA[pascal lubin]]></category>
		<category><![CDATA[puzzles]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=581</guid>
		<description><![CDATA[Veteran designer Pascal Luban is back again on Industrybroadcast.com, today we read his thoughts on the puzzle of puzzles,particularly in adventure games.  A topic that is undercovered and vitally important to the quality of experience players have in these games. Title: &#8220;Designing and Integrating Puzzles in Action-Adventure Games&#8220; &#8211; Original Article Written by: Pascal Luban [...]]]></description>
			<content:encoded><![CDATA[<p>Veteran designer <a target="_blank" href="http://www.gamedesignstudio.com" target="_blank">Pascal Luban</a> is back again on Industrybroadcast.com, today we read his thoughts on the puzzle of puzzles,particularly in adventure games.  A topic that is undercovered and vitally important to the quality of experience players have in these games.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://www.gamasutra.com/view/feature/2917/designing_and_integrating_puzzles_.php" target="_blank">Designing and Integrating Puzzles in Action-Adventure Games</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h1><span style="color: #999999;">Written by: Pascal Luban </span><span style="color: #999999;">(</span><span style="color: #999999;"><a target="_blank" href="http://www.gamedesignstudio.com" target="_blank">www.gamedesignstudio.com</a></span><span style="color: #999999;">) </span></h1>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on October 16th <strong>2009</strong></span></span></h2>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Veteran designer Pascal Luban is back again on Industrybroadcast.com, today we read his thoughts on the puzzle of puzzles,particularly in adventure games.  A topic that ...</itunes:subtitle>
		<itunes:summary>Veteran designer Pascal Luban is back again on Industrybroadcast.com, today we read his thoughts on the puzzle of puzzles,particularly in adventure games.  A topic that is undercovered and vitally important to the quality of experience players have in these games.
Title: "Designing and Integrating Puzzles in Action-Adventure Games" - Original Article
Written by: Pascal Luban (www.gamedesignstudio.com) 
Read aloud by: Ryan Wiancko on October 16th 2009</itunes:summary>
		<itunes:keywords>Game Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #155: Controlling Scope</title>
		<link>http://www.industrybroadcast.com/2009/10/14/audio-article-155-controlling-scope/</link>
		<comments>http://www.industrybroadcast.com/2009/10/14/audio-article-155-controlling-scope/#comments</comments>
		<pubDate>Wed, 14 Oct 2009 10:36:36 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[budget]]></category>
		<category><![CDATA[controlling scope]]></category>
		<category><![CDATA[feature creep]]></category>
		<category><![CDATA[joe ludwig]]></category>
		<category><![CDATA[programmerjoe.com]]></category>
		<category><![CDATA[schedule]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=577</guid>
		<description><![CDATA[The number of modes will drive how many times you need to fine tune the UI, camera controls, and character controls. Every UI element in the game needs to consider player mode to decide if that UI element can appear in all modes unmodified or if it needs to be customized for one or more modes. If you are trying to build a game on the cheap, find a design that works with only one player mode. A second mode won’t double your budget, but it will increase it substantially.
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.programmerjoe.com" target="_blank">Joe Ludwig</a>, aka programmer Joe is back for some insight on a grand scale.  Today we talk about the encompassing concept of scope in your game design and what you need to do to keep it in check.  Because if you don&#8217;t, you can kiss your chances of every releasing something on time and on budget goodbye.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://programmerjoe.com/2007/02/18/controlling-scope/" target="_blank">Controlling Scope</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Joe Ludwig</span><span style="color: #999999;">(<a target="_blank" href="http://www.programmerjoe.com" target="_blank">programmerjoe.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on Oct 14th, <strong>2009</strong></span></span></h2>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/577/0/IB155-JoeLudwig-ControllingScope.mp3" length="5967445" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Joe Ludwig, aka programmer Joe is back for some insight on a grand scale.  Today we talk about the encompassing concept of scope in your ...</itunes:subtitle>
		<itunes:summary>Joe Ludwig, aka programmer Joe is back for some insight on a grand scale.  Today we talk about the encompassing concept of scope in your game design and what you need to do to keep it in check.  Because if you don't, you can kiss your chances of every releasing something on time and on budget goodbye.
Title: "Controlling Scope" - Original Article
Written by: Joe Ludwig(programmerjoe.com) 
Read aloud by: Ryan Wiancko on Oct 14th, 2009</itunes:summary>
		<itunes:keywords>Business, Game Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #154: How to Design online Crack</title>
		<link>http://www.industrybroadcast.com/2009/10/13/audio-article-154-how-to-design-online-crack/</link>
		<comments>http://www.industrybroadcast.com/2009/10/13/audio-article-154-how-to-design-online-crack/#comments</comments>
		<pubDate>Tue, 13 Oct 2009 10:52:18 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[danc]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[design online crack]]></category>
		<category><![CDATA[lost garden]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[online games]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=573</guid>
		<description><![CDATA[Daniel Cook indulges his evil side in today&#8217;s article as he details how game designers, breaking away from the traditional packaged goods model of making disposable games will play a more relevant role in more more of the sales process and how their designs will start reflected the actions of not just good game designers [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.lostgarden.com" target="_blank">Daniel Cook</a> indulges his evil side in today&#8217;s article as he details how game designers, breaking away from the traditional packaged goods model of making disposable games will play a more relevant role in more more of the sales process and how their designs will start reflected the actions of not just good game designers but also good businessmen/women.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://www.gamasutra.com/view/feature/3611/the_casual_games_manifesto.php" target="_blank"></a></span><a target="_blank" href="http://lostgarden.com/2005/07/how-to-design-online-crack.html" target="_blank">How to design online Crack</a><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Daniel Cook</span><span style="color: #999999;">(<a target="_blank" href="http://www.lostgarden.com" target="_self">www.lostgarden.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on Oct 13th, <strong>2009</strong></span></span></h2>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Daniel Cook indulges his evil side in today's article as he details how game designers, breaking away from the traditional packaged goods model of making ...</itunes:subtitle>
		<itunes:summary>Daniel Cook indulges his evil side in today's article as he details how game designers, breaking away from the traditional packaged goods model of making disposable games will play a more relevant role in more more of the sales process and how their designs will start reflected the actions of not just good game designers but also good businessmen/women.
Title: "How to design online Crack" - Original Article
Written by: Daniel Cook(www.lostgarden.com) 
Read aloud by: Ryan Wiancko on Oct 13th, 2009</itunes:summary>
		<itunes:keywords>Business, Game Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #152: Player Freedom</title>
		<link>http://www.industrybroadcast.com/2009/10/07/audio-article-152-player-freedom/</link>
		<comments>http://www.industrybroadcast.com/2009/10/07/audio-article-152-player-freedom/#comments</comments>
		<pubDate>Wed, 07 Oct 2009 11:55:13 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[book]]></category>
		<category><![CDATA[brainstorming toolbox]]></category>
		<category><![CDATA[david perry]]></category>
		<category><![CDATA[dperry.com]]></category>
		<category><![CDATA[freedom]]></category>
		<category><![CDATA[restrictions]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=563</guid>
		<description><![CDATA[Games are necessarily limited, although cyberspace is potentially without limits. However, in all games there are resource restrictions and content restrictions. Still, it is often preferable for the player to think he is in control and that the world is very open-ended. The key to creating a sense of freedom in games, however, does not necessarily mean making the game bigger. A larger game environment can certainly seem freer, but only if it is well designed. ]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s a great pleasure to read aloud the second excerpt from <a target="_blank" href="http://www.dperry.com" target="_blank">David Perry</a>&#8216;s new Book:  <a target="_blank" href="http://www.amazon.com/gp/product/1584506687?ie=UTF8&amp;tag=industbroadc-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1584506687">David Perry on Game Design: A Brainstorming ToolBox</a><img style="border:none !important; margin:0px !important;" src="http://www.assoc-amazon.com/e/ir?t=industbroadc-20&amp;l=as2&amp;o=1&amp;a=1584506687" border="0" alt="" width="1" height="1" />.  Today we open the book to Chapter 17 as we look at various elements that create the perception of freedom for the player, just as importantly we highlight negative elements that can detract from this freedom if left unchecked.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;Player Freedom</span><span style="color: #999999;">&#8221; &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Book: <a target="_blank" href="http://www.amazon.com/gp/product/1584506687?ie=UTF8&amp;tag=industbroadc-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1584506687">David Perry on Game Design: A Brainstorming ToolBox</a><img style="border:none !important; margin:0px !important;" src="http://www.assoc-amazon.com/e/ir?t=industbroadc-20&amp;l=as2&amp;o=1&amp;a=1584506687" border="0" alt="" width="1" height="1" /></span></h2>
<h2><span style="color: #999999;">Written by: David Perry </span><span style="color: #999999;">(</span><a target="_blank" href="http://www.dperry.com" target="_blank"><span style="color: #999999;">www.dperry.com</span></a><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on Oct 7th, 2009</span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/10/07/audio-article-152-player-freedom/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/563/0/IB152-DavidPerry-GameDesignBook_Chapter17.mp3" length="8936994" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>It's a great pleasure to read aloud the second excerpt from David Perry's new Book:  David Perry on Game Design: A Brainstorming ToolBox.  Today we ...</itunes:subtitle>
		<itunes:summary>It's a great pleasure to read aloud the second excerpt from David Perry's new Book:  David Perry on Game Design: A Brainstorming ToolBox.  Today we open the book to Chapter 17 as we look at various elements that create the perception of freedom for the player, just as importantly we highlight negative elements that can detract from this freedom if left unchecked.
Title: "Player Freedom" - Original Article
Book: David Perry on Game Design: A Brainstorming ToolBox
Written by: David Perry (www.dperry.com) 
Read aloud by: Ryan Wiancko on Oct 7th, 2009</itunes:summary>
		<itunes:keywords>Game Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #151: Tactical Play</title>
		<link>http://www.industrybroadcast.com/2009/10/02/audio-article-151-tactical-play/</link>
		<comments>http://www.industrybroadcast.com/2009/10/02/audio-article-151-tactical-play/#comments</comments>
		<pubDate>Sat, 03 Oct 2009 03:02:11 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[chris bateman]]></category>
		<category><![CDATA[ihobo.com]]></category>
		<category><![CDATA[only a game]]></category>
		<category><![CDATA[onlyagame.typepad.com]]></category>
		<category><![CDATA[tactical play]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=555</guid>
		<description><![CDATA[Chris Bateman finishes off his thoughtful trilogy on Play Styles.  We&#8217;ve covered Strategic Play, we&#8217;ve explored Logistical Play and now the Coup de grâce: Tactical Play. With this final installment we complete our understanding of the major play styles representational of our player base.  With this understanding we are better able to cater a game [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.ihobo.com" target="_blank">Chris Bateman</a> finishes off his thoughtful trilogy on Play Styles.  We&#8217;ve covered <a href="http://www.industrybroadcast.com/2009/04/23/audio-article-102-strategic-play/" target="_blank"><strong>Strategic Play</strong></a>, we&#8217;ve explored <a href="http://www.industrybroadcast.com/2009/06/15/audio-article-125-logistical-play/" target="_blank"><strong>Logistical Play</strong></a> and now the Coup de grâce: <strong>Tactical Play. </strong>With this final installment we complete our understanding of the major play styles representational of our player base.  With this understanding we are better able to cater a game experience to the tendencies of what our players, in the end making more enjoyable and better selling products</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://onlyagame.typepad.com/only_a_game/2006/03/the_challenge_o.html" target="_blank"></a></span>Tactical Play<span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Book: <a target="_blank" href="http://www.amazon.com/gp/product/1584506717?ie=UTF8&amp;tag=industbroadc-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1584506717">Beyond_Game_Design: Nine Steps Towards Creating Better Videogames</a><img style="border:none !important; margin:0px !important;" src="http://www.assoc-amazon.com/e/ir?t=industbroadc-20&amp;l=as2&amp;o=1&amp;a=1584506717" border="0" alt="" width="1" height="1" />, by <a target="_blank" href="http://www.courseptr.com/" target="_blank">Course Technology PTR</a></span></h2>
<h2><span style="color: #999999;"> </span></h2>
<h2><span style="color: #999999;">Written by: Chris Bateman</span><span style="color: #999999;">(</span><span style="color: #999999;"><a target="_blank" href="http://www.ihobo.com" target="_blank">www.ihobo.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on Oct 2nd 2009<strong> </strong></span></span></h2>
<div id="_mcePaste" style="overflow: hidden; position: absolute; left: -10000px; top: 10px; width: 1px; height: 1px;">it can</div>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/10/02/audio-article-151-tactical-play/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/555/0/IB151-ChrisBateman-TacticalPlay.mp3" length="7570553" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Chris Bateman finishes off his thoughtful trilogy on Play Styles.  We've covered Strategic Play, we've explored Logistical Play and now the Coup de grâce: Tactical ...</itunes:subtitle>
		<itunes:summary>Chris Bateman finishes off his thoughtful trilogy on Play Styles.  We've covered Strategic Play, we've explored Logistical Play and now the Coup de grâce: Tactical Play. With this final installment we complete our understanding of the major play styles representational of our player base.  With this understanding we are better able to cater a game experience to the tendencies of what our players, in the end making more enjoyable and better selling products
Title: "Tactical Play" - Original Article
Book: Beyond_Game_Design: Nine Steps Towards Creating Better Videogames, by Course Technology PTR
 
Written by: Chris Bateman(www.ihobo.com) 
Read aloud by: Ryan Wiancko on Oct 2nd 2009 
it can
</itunes:summary>
		<itunes:keywords>Game Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #150: Failure for Fun and Profit</title>
		<link>http://www.industrybroadcast.com/2009/10/01/audio-article-150-failure-for-fun-and-profit/</link>
		<comments>http://www.industrybroadcast.com/2009/10/01/audio-article-150-failure-for-fun-and-profit/#comments</comments>
		<pubDate>Thu, 01 Oct 2009 09:47:08 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[failure]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[josh sutphin]]></category>
		<category><![CDATA[profit]]></category>
		<category><![CDATA[third-helix.wordpress.com]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=552</guid>
		<description><![CDATA[Josh Sutphin is back to share a bit more insight into game design, this time talking about how we can look differently at failure, using it as a necessary tool and design it into our players experience. Title: &#8220;Failure for Fun and Profit&#8220; &#8211; Original Article Written by: Josh Sutphin(thirdhelix.wordpress.com) Read aloud by: Ryan Wiancko [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://thirdhelix.wordpress.com" target="_blank">Josh Sutphin</a> is back to share a bit more insight into game design, this time talking about how we can look differently at failure, using it as a necessary tool and design it into our players experience.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://thirdhelix.wordpress.com/2009/05/11/monday-musings-designing-happy-accidents-motivational-convergence/" target="_blank"></a></span><a target="_blank" href="http://thirdhelix.wordpress.com/2009/05/18/monday-musings-failure-for-fun-and-profit/" target="_blank">Failure for Fun and Profit</a><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Josh Sutphin(<a target="_blank" href="http://thirdhelix.wordpress.com" target="_blank">thirdhelix.wordpress.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: <a target="_blank" href="http://www.ryanwiancko.com" target="_blank">Ryan Wiancko</a> on Oct 1st, <strong>2009</strong></span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/10/01/audio-article-150-failure-for-fun-and-profit/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/552/0/IB150-JoshSutphin-Failure4FunandProfit.mp3" length="5140943" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Josh Sutphin is back to share a bit more insight into game design, this time talking about how we can look differently at failure, using ...</itunes:subtitle>
		<itunes:summary>Josh Sutphin is back to share a bit more insight into game design, this time talking about how we can look differently at failure, using it as a necessary tool and design it into our players experience.
Title: "Failure for Fun and Profit" - Original Article
Written by: Josh Sutphin(thirdhelix.wordpress.com) 
Read aloud by: Ryan Wiancko on Oct 1st, 2009</itunes:summary>
		<itunes:keywords>Game Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #149: An examination of game temporality</title>
		<link>http://www.industrybroadcast.com/2009/09/22/audio-article-149-an-examination-of-game-temporality/</link>
		<comments>http://www.industrybroadcast.com/2009/09/22/audio-article-149-an-examination-of-game-temporality/#comments</comments>
		<pubDate>Tue, 22 Sep 2009 11:19:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[event time]]></category>
		<category><![CDATA[game time]]></category>
		<category><![CDATA[jesper juul]]></category>
		<category><![CDATA[jesperjuul.net]]></category>
		<category><![CDATA[linear]]></category>
		<category><![CDATA[real time]]></category>
		<category><![CDATA[temporality]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=549</guid>
		<description><![CDATA[If you cannot influence the game state in any way (as opposed to being unable to influence it in the right way), you are not playing a game. The difference between a real-time abstract game and a turn-based abstract game is simply that in the latter case the game state only changes when the player takes a turn. In a real-time game, not doing anything also has consequences. Additionally, turn-based games do not specify the amount of play time that the player can use on a specific move. (Though this may be specified by tournament rules or social pressure.)]]></description>
			<content:encoded><![CDATA[<p>Industry Broadcast is thrilled once again to be presenting another deep and insightful piece from <a target="_blank" href="http://www.jesperjuul.net" target="_blank">Jesper Juul</a>.  Today we look closely at the relations between the linear, objective time of the player and the event time of the game world.  By understanding the structure of time in games we can, paradoxically, find a way of understanding how the formal structure of a game feeds the more elusive player experience, in the end enabling us to expand upon the experience we are able to deliver.</p>
<h2><span style="color: #999999;">Title: &#8216;</span><a target="_blank" href="http://www.jesperjuul.net/text/timetoplay/ " target="_blank"><span style="color: #999999;">Introduction to Game Time / Time to play – <em>An examination of game temporality</em></span></a><span style="color: #999999;">&#8216;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Book: &#8220;<a target="_blank" href="http://www.amazon.com/gp/product/0262101106?ie=UTF8&amp;tag=industbroadc-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0262101106">Half-Real: Video Games between Real Rules and Fictional Worlds</a><img style="border:none !important; margin:0px !important;" src="http://www.assoc-amazon.com/e/ir?t=industbroadc-20&amp;l=as2&amp;o=1&amp;a=0262101106" border="0" alt="" width="1" height="1" />&#8221; </span></h2>
<h2><span style="color: #999999;">Written by: Jesper Juul </span><span style="color: #999999;">(<a target="_blank" href="http://www.jesperjuul.net" target="_blank">www.jesperjuul.net</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;">Read aloud by: Ryan Wiancko on September 22nd, 2009</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/09/22/audio-article-149-an-examination-of-game-temporality/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/549/0/IB149-JespelJuul-intro2gametime.mp3" length="13672378" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Industry Broadcast is thrilled once again to be presenting another deep and insightful piece from Jesper Juul.  Today we look closely at the relations between ...</itunes:subtitle>
		<itunes:summary>Industry Broadcast is thrilled once again to be presenting another deep and insightful piece from Jesper Juul.  Today we look closely at the relations between the linear, objective time of the player and the event time of the game world.  By understanding the structure of time in games we can, paradoxically, find a way of understanding how the formal structure of a game feeds the more elusive player experience, in the end enabling us to expand upon the experience we are able to deliver.
Title: 'Introduction to Game Time / Time to play – An examination of game temporality' - Original Article
Book: "Half-Real: Video Games between Real Rules and Fictional Worlds" 
Written by: Jesper Juul (www.jesperjuul.net) 
Read aloud by: Ryan Wiancko on September 22nd, 2009</itunes:summary>
		<itunes:keywords>Game Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>IB Special: GDAM Round Table Discussion #1 &#8211; Single Play Sessions</title>
		<link>http://www.industrybroadcast.com/2009/09/21/ib-special-gdam-round-table-discussion-1-single-play-sessions/</link>
		<comments>http://www.industrybroadcast.com/2009/09/21/ib-special-gdam-round-table-discussion-1-single-play-sessions/#comments</comments>
		<pubDate>Mon, 21 Sep 2009 09:55:13 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[andrea phillips]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[discussion]]></category>
		<category><![CDATA[GDAM]]></category>
		<category><![CDATA[igda]]></category>
		<category><![CDATA[kimberly unger]]></category>
		<category><![CDATA[round table]]></category>
		<category><![CDATA[ryan wiancko]]></category>
		<category><![CDATA[sande chen]]></category>
		<category><![CDATA[single play session]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=545</guid>
		<description><![CDATA[So last month I had the pleasure of being a part of the IGDA Game Design Aspect of the Month discussion and with the permission of Sande Chen I am rebroadcasting this discussion for you all today.  We discussed the topic of Single Play Sessions, asking ourselves what constitutes a single play session, what should [...]]]></description>
			<content:encoded><![CDATA[<h3>So last month I had the pleasure of being a part of the IGDA Game Design Aspect of the Month discussion and with the permission of Sande Chen I am rebroadcasting this discussion for you all today.  We discussed the topic of Single Play Sessions, asking ourselves what constitutes a single play session, what should we expect out of the players in a session and what are they expecting out of us?</h3>
<h3>Enjoy!</h3>
<h2>Organizer: <a target="_blank" href="http://damedev.blogspot.com/" target="_blank">Sande Chen</a></h2>
<h2>GDAM Website: <a target="_blank" href="http://gamedesignaspect.blogspot.com/" target="_blank">http://gamedesignaspect.blogspot.com/</a></h2>
<h2>Moderator: <a target="_blank" href="http://deusexmachinatio.typepad.com/" target="_blank">Andrea Phillips</a></h2>
<h2>Participants: <a target="_blank" href="http://www.ryanwiancko.com" target="_blank">Ryan Wiancko</a>, <a target="_blank" href="http://www.gamasutra.com/blogs/author/KimberlyUnger/324/" target="_blank">Kimberly Unger </a></h2>
<h2></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/09/21/ib-special-gdam-round-table-discussion-1-single-play-sessions/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>So last month I had the pleasure of being a part of the IGDA Game Design Aspect of the Month discussion and with the permission ...</itunes:subtitle>
		<itunes:summary>So last month I had the pleasure of being a part of the IGDA Game Design Aspect of the Month discussion and with the permission of Sande Chen I am rebroadcasting this discussion for you all today.  We discussed the topic of Single Play Sessions, asking ourselves what constitutes a single play session, what should we expect out of the players in a session and what are they expecting out of us?
Enjoy!
Organizer: Sande Chen
GDAM Website: http://gamedesignaspect.blogspot.com/
Moderator: Andrea Phillips
Participants: Ryan Wiancko, Kimberly Unger 
</itunes:summary>
		<itunes:keywords>Game Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
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