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	<title>IndustryBroadcast &#187; Writing/Story Development</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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	<copyright>2010 </copyright>
	<managingEditor>ryan@industrybroadcast.com (RyanW)</managingEditor>
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	<category>Video Game Industry</category>
	<ttl>1440</ttl>
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		<title>IndustryBroadcast &#187; Writing/Story Development</title>
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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>
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		<item>
		<title>Audio Article #142: Shadowcaster Pt.2</title>
		<link>http://www.industrybroadcast.com/2009/08/31/audio-article-142-shadowcaster-pt-2/</link>
		<comments>http://www.industrybroadcast.com/2009/08/31/audio-article-142-shadowcaster-pt-2/#comments</comments>
		<pubDate>Tue, 01 Sep 2009 08:00:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[joris dormans]]></category>
		<category><![CDATA[jorisdormans.nl]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[narratology]]></category>
		<category><![CDATA[shadowcaster]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=526</guid>
		<description><![CDATA[These notions of narrativity are ill-compatible with the characteristics of the game. As we have seen, in games players contribute to the story: their actions drive it forward. In this way the narrative game can no longer be in the past, and no single author can be responsible for the execution of a game sequence (cf Juul 2001). Also games, as simulations are not only structured in time but also in space: Civilization tells "the drama of a map changing over time" (Friedman 2002); "the spatiality of computer games marks a shift in importance from narrative to geography where players have experiences, which are not centrally narrative based or confined to narrative experiences" 
]]></description>
			<content:encoded><![CDATA[<p>We are able to complete the final half of <a target="_blank" href="http://www.jorisdormans.nl" target="_blank">Joris Dorman</a>&#8216;s Shadowcaster article with another bucketload of insight today tackling the issues of bridging the gaps between naratology and ludology to create a truly new narrative experience in games.  While originally planned for a 3 part article it proved too interested to put a break in this one so it was all recorded in one fell swoop.  If you missed the First half just <a href="http://www.industrybroadcast.com/2009/07/09/audio-article-131-shadowcaster-pt1/" target="_blank"><strong>Click Here</strong></a> to grab it before diving into this second half.</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">Shadowcaster Pt2</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<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 Sept 1st, <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>We are able to complete the final half of Joris Dorman's Shadowcaster article with another bucketload of insight today tackling the issues of bridging the ...</itunes:subtitle>
		<itunes:summary>We are able to complete the final half of Joris Dorman's Shadowcaster article with another bucketload of insight today tackling the issues of bridging the gaps between naratology and ludology to create a truly new narrative experience in games.  While originally planned for a 3 part article it proved too interested to put a break in this one so it was all recorded in one fell swoop.  If you missed the First half just Click Here to grab it before diving into this second half.
Title: "Shadowcaster Pt2" - Original Article
 
Written by: Joris Dormans(www.jorisdormans.nl) 
Read aloud by: Ryan Wiancko on Sept 1st, 2009</itunes:summary>
		<itunes:keywords>Game Design, Writing/Story Development</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #139: Storytelling</title>
		<link>http://www.industrybroadcast.com/2009/08/21/audio-article-139-storytelling/</link>
		<comments>http://www.industrybroadcast.com/2009/08/21/audio-article-139-storytelling/#comments</comments>
		<pubDate>Fri, 21 Aug 2009 12:13:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[book]]></category>
		<category><![CDATA[brainstorming toolbox]]></category>
		<category><![CDATA[david perry]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[linear]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[stories]]></category>
		<category><![CDATA[story telling]]></category>
		<category><![CDATA[writing]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=517</guid>
		<description><![CDATA[We are proud to present you with another condensed exerp from Chapter 9 of David Perry&#8216;s new Book:  David Perry on Game Design: A Brainstorming ToolBox.  Today we go through various elements of Storytelling that can make the difference between a truly compelling gaming experience and one that is flatter than week old soda. Title: [...]]]></description>
			<content:encoded><![CDATA[<p>We are proud to present you with another condensed exerp from Chapter 9 of <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 go through various elements of Storytelling that can make the difference between a truly compelling gaming experience and one that is flatter than week old soda.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;Story Telling</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 Aug 21st, 2009</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>We are proud to present you with another condensed exerp from Chapter 9 of David Perry's new Book:  David Perry on Game Design: A Brainstorming ...</itunes:subtitle>
		<itunes:summary>We are proud to present you with another condensed exerp from Chapter 9 of David Perry's new Book:  David Perry on Game Design: A Brainstorming ToolBox.  Today we go through various elements of Storytelling that can make the difference between a truly compelling gaming experience and one that is flatter than week old soda.
Title: "Story Telling" - Original Article
Book: David Perry on Game Design: A Brainstorming ToolBox
Written by: David Perry (www.dperry.com) 
Read aloud by: Ryan Wiancko on Aug 21st, 2009 </itunes:summary>
		<itunes:keywords>Writing/Story Development</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #131: Shadowcaster Pt1</title>
		<link>http://www.industrybroadcast.com/2009/07/09/audio-article-131-shadowcaster-pt1/</link>
		<comments>http://www.industrybroadcast.com/2009/07/09/audio-article-131-shadowcaster-pt1/#comments</comments>
		<pubDate>Thu, 09 Jul 2009 10:34:34 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[joris dormans]]></category>
		<category><![CDATA[jorisdormans.nl]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[shadowcaster]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=489</guid>
		<description><![CDATA[The challenge for game designers who want to create rich, open game worlds and tell interesting stories at the same time, is to move beyond the constraints of unicursal corridors or multicursal hub structures while keeping the player's attention on a storyline. And it is no easy task. 
- Espen Aarseth (2005: 11)]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.jorisdormans.nl" target="_blank">Joris Dorman</a> graces us with another bucketload of insight today in what will be a 3 part series detailing the game experiment &#8216;Shadowcaster&#8217; where Joris attempts to bridge the gap between narrative and ludic simulations to create the blueprint for a new type of Narrative Game.</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">Shadowcaster Pt1</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<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 July 9th, <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/489/0/IB131-JorisDormas-ShadowCasterPt1.mp3" length="8492325" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Joris Dorman graces us with another bucketload of insight today in what will be a 3 part series detailing the game experiment 'Shadowcaster' where Joris ...</itunes:subtitle>
		<itunes:summary>Joris Dorman graces us with another bucketload of insight today in what will be a 3 part series detailing the game experiment 'Shadowcaster' where Joris attempts to bridge the gap between narrative and ludic simulations to create the blueprint for a new type of Narrative Game.
Title: "Shadowcaster Pt1" - Original Article
 
Written by: Joris Dormans(www.jorisdormans.nl) 
Read aloud by: Ryan Wiancko on July 9th, 2009</itunes:summary>
		<itunes:keywords>Game Design, Writing/Story Development</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #121: Reactive Design</title>
		<link>http://www.industrybroadcast.com/2009/06/06/audio-article-121-reactive-design/</link>
		<comments>http://www.industrybroadcast.com/2009/06/06/audio-article-121-reactive-design/#comments</comments>
		<pubDate>Sat, 06 Jun 2009 12:34:22 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[authorship]]></category>
		<category><![CDATA[josh sutphin]]></category>
		<category><![CDATA[ownership]]></category>
		<category><![CDATA[rails]]></category>
		<category><![CDATA[reactive design]]></category>
		<category><![CDATA[thirdhelix.wordpress.com]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=452</guid>
		<description><![CDATA[IB is happy to deliver the first of what will be many articles by Josh Sutphin.  Today he talks about what he called Reactive Design and the challenges, as well as potential of taking the game off the rails and designing an engaging experience that allows the player to take ownership of their game. Title: [...]]]></description>
			<content:encoded><![CDATA[<p>IB is happy to deliver the first of what will be many articles by <a target="_blank" href="http://thirdhelix.wordpress.com" target="_blank">Josh Sutphin</a>.  Today he talks about what he called Reactive Design and the challenges, as well as potential of taking the game off the rails and designing an engaging experience that allows the player to take ownership of their game.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://thirdhelix.wordpress.com/2009/05/25/monday-musings-reactive-design/" target="_blank">Reactive Design</a></span><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: Ryan Wiancko on June 6th, <strong>2009</strong></span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/06/06/audio-article-121-reactive-design/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>IB is happy to deliver the first of what will be many articles by Josh Sutphin.  Today he talks about what he called Reactive Design ...</itunes:subtitle>
		<itunes:summary>IB is happy to deliver the first of what will be many articles by Josh Sutphin.  Today he talks about what he called Reactive Design and the challenges, as well as potential of taking the game off the rails and designing an engaging experience that allows the player to take ownership of their game.
Title: "Reactive Design" - Original Article
Written by: Josh Sutphin(thirdhelix.wordpress.com) 
Read aloud by: Ryan Wiancko on June 6th, 2009</itunes:summary>
		<itunes:keywords>Game Design, Writing/Story Development</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #113: You&#8217;ve Got Narrative in My System</title>
		<link>http://www.industrybroadcast.com/2009/05/20/audio-article-113-youve-got-narrative-in-my-system/</link>
		<comments>http://www.industrybroadcast.com/2009/05/20/audio-article-113-youve-got-narrative-in-my-system/#comments</comments>
		<pubDate>Thu, 21 May 2009 08:21:44 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[borut pfeifer]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[plushapocalypse.com]]></category>
		<category><![CDATA[system design]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=393</guid>
		<description><![CDATA[Borut Pfeifer delivers another wonderfully thought provoking article where he discusses how to engineer systems that better encourage players to create their own unique narrative experience from gameplay Title: &#8220;You&#8217;ve got Narrative in My System&#8220; &#8211; Original Article Written by: Borut Pfeifer(www.plushapocalypse.com) Read aloud by: Ryan Wiancko on May 12th, 2009]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.plushapocalypse.com" target="_blank">Borut Pfeifer</a> delivers another wonderfully thought provoking article where he discusses how to engineer systems that better encourage players to create their own unique narrative experience from gameplay</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://www.plushapocalypse.com/borut/?p=268" target="_blank">You&#8217;ve got Narrative in My System</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Borut Pfeifer</span><span style="color: #999999;">(</span><span style="color: #999999;"><a target="_blank" href="http://www.plushapocalypse.com" target="_blank">www.plushapocalypse.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on May 12th, <strong>2009</strong></span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/05/20/audio-article-113-youve-got-narrative-in-my-system/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Borut Pfeifer delivers another wonderfully thought provoking article where he discusses how to engineer systems that better encourage players to create their own unique narrative ...</itunes:subtitle>
		<itunes:summary>Borut Pfeifer delivers another wonderfully thought provoking article where he discusses how to engineer systems that better encourage players to create their own unique narrative experience from gameplay
Title: "You've got Narrative in My System" - Original Article
Written by: Borut Pfeifer(www.plushapocalypse.com) 
Read aloud by: Ryan Wiancko on May 12th, 2009</itunes:summary>
		<itunes:keywords>Game Design, Writing/Story Development</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #91: The immersion Model of Meaning</title>
		<link>http://www.industrybroadcast.com/2009/03/31/audio-article-91-the-immersion-model-of-meaning/</link>
		<comments>http://www.industrybroadcast.com/2009/03/31/audio-article-91-the-immersion-model-of-meaning/#comments</comments>
		<pubDate>Wed, 01 Apr 2009 07:40:35 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[2k marin]]></category>
		<category><![CDATA[authorial control]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[immersion model of meaning]]></category>
		<category><![CDATA[linear story]]></category>
		<category><![CDATA[sandbox]]></category>
		<category><![CDATA[steve gaynor]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=328</guid>
		<description><![CDATA[2K Marin&#8217;s Steve Gaynor is back with another incredibly insightful piece on game design.  With great wisdom Steve dives into the very foundation of how we design games and where the true strength of our medium.  Summing up brilliantly the growing opinion that games will fail if they try to emulate film as they need [...]]]></description>
			<content:encoded><![CDATA[<p>2K Marin&#8217;s<a target="_blank" href="http://fullbright.blogspot.com" target="_blank"> Steve Gaynor</a> is back with another incredibly insightful piece on game design.  With great wisdom Steve dives into the very foundation of how we design games and where the true strength of our medium.  Summing up brilliantly the growing opinion that games will fail if they try to emulate film as they need to embrace The immersion model of meaning, giving the player complete authorial control and changing them in a much more impactfull way than could ever happen living out someone else&#8217;s story.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://fullbright.blogspot.com/2008/11/immersion-model-of-meaning.html" target="_blank">The Immersion Model of Meaning</a><a target="_blank" href="http://fullbright.blogspot.com/2008/09/on-invisibility.html" target="_blank"></a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Steve Gaynor</span><span style="color: #999999;">(<a target="_blank" href="http://fullbright.blogspot.com " target="_blank">Fullbright.blogspot.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on March 31st, <strong>2009</strong></span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/03/31/audio-article-91-the-immersion-model-of-meaning/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>2K Marin's Steve Gaynor is back with another incredibly insightful piece on game design.  With great wisdom Steve dives into the very foundation of how ...</itunes:subtitle>
		<itunes:summary>2K Marin's Steve Gaynor is back with another incredibly insightful piece on game design.  With great wisdom Steve dives into the very foundation of how we design games and where the true strength of our medium.  Summing up brilliantly the growing opinion that games will fail if they try to emulate film as they need to embrace The immersion model of meaning, giving the player complete authorial control and changing them in a much more impactfull way than could ever happen living out someone else's story.
Title: "The Immersion Model of Meaning" - Original Article
Written by: Steve Gaynor(Fullbright.blogspot.com) 
Read aloud by: Ryan Wiancko on March 31st, 2009</itunes:summary>
		<itunes:keywords>Game Design, Writing/Story Development</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #74: Does gameplay have politics?</title>
		<link>http://www.industrybroadcast.com/2009/02/17/does-gameplay-have-politics/</link>
		<comments>http://www.industrybroadcast.com/2009/02/17/does-gameplay-have-politics/#comments</comments>
		<pubDate>Wed, 18 Feb 2009 08:55:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[game play]]></category>
		<category><![CDATA[ideologies]]></category>
		<category><![CDATA[interactive narrative]]></category>
		<category><![CDATA[jonas smith]]></category>
		<category><![CDATA[jonassmith.dik]]></category>
		<category><![CDATA[liberalism]]></category>
		<category><![CDATA[lodology]]></category>
		<category><![CDATA[ludologists]]></category>
		<category><![CDATA[open world]]></category>
		<category><![CDATA[politics]]></category>
		<category><![CDATA[socialism]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=282</guid>
		<description><![CDATA[On one side we find simulation-type games in which a limited number of variables create an open unpredictable world and on the other we find narratively oriented games in which the direction of the plot is given overriding importance. These two aesthetics are often seen as favouring different political world views. This article examines the claim that game design ideals can or should be seen as political statements.
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.jonassmith.dk " target="_blank">Jonas Smith</a> brings us another amazingly insightful and intelligent article today on the question of whether certain game design design aesthetics carry with them particular political ideologies.  To find the answer to this question we must delve deep within many of the underlying theories</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://game-research.com/index.php/articles/does-gameplay-have-politics/" target="_blank">Does gameplay have politics?</a><a target="_blank" href="http://game-research.com/index.php/articles/computer-games-media-and-interactivity/" target="_blank"></a></span><span style="color: #999999;">&#8216; &#8211; Original Article</span></h2>
<h1><span style="color: #999999;">Written by: Jonas Smith </span><span style="color: #999999;">(</span><a target="_blank" href="http://www.jonassmith.dk" target="_blank"><span style="color: #999999;">www.jonassmith.dk</span></a><span style="color: #999999;">) </span></h1>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on February 18th, 2009</span></p>
<p></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/02/17/does-gameplay-have-politics/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/282/0/IB74-JonasSmith-DoesGamePlayHavePolitics.mp3" length="8850248" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Jonas Smith brings us another amazingly insightful and intelligent article today on the question of whether certain game design design aesthetics carry with them particular ...</itunes:subtitle>
		<itunes:summary>Jonas Smith brings us another amazingly insightful and intelligent article today on the question of whether certain game design design aesthetics carry with them particular political ideologies.  To find the answer to this question we must delve deep within many of the underlying theories
Title: "Does gameplay have politics?' - Original Article
Written by: Jonas Smith (www.jonassmith.dk) 
Read aloud by: Ryan Wiancko on February 18th, 2009

</itunes:summary>
		<itunes:keywords>Game Design, Writing/Story Development</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #72: Emergent Player Character Arcs</title>
		<link>http://www.industrybroadcast.com/2009/02/11/audio-article-72-emergent-player-character-arcs/</link>
		<comments>http://www.industrybroadcast.com/2009/02/11/audio-article-72-emergent-player-character-arcs/#comments</comments>
		<pubDate>Wed, 11 Feb 2009 11:34:55 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[borut pfief]]></category>
		<category><![CDATA[character arcs]]></category>
		<category><![CDATA[emergence]]></category>
		<category><![CDATA[player ownership]]></category>
		<category><![CDATA[plushapocalypse.com]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=276</guid>
		<description><![CDATA[Most games allow very little expression of the player character’s personality. Player-character being the opportune word here - the combination of the existing, predefined main character’s personality, as it is interpreted or acted upon by the player.

Meanwhile… A character goes through an arc if they’ve grown in some capacity, changed, or learned something due to the events that have taken place.
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://http://www.plushapocalypse.com/borut/"></a>We are proud to present the second article from <a target="_blank" href="http://www.plushapocalypse.com" target="_blank">Borut Pfeifer</a> today.  As always Borut skips right over the lighter stuff and tackles another in depth issue of increasing the psychology meaning that games can have on their players through Emergent Player Arcs when we explore avenues for the players actions to have real meaning in the game environment, and not simply along pre-scripted stories</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://www.plushapocalypse.com/borut/?p=86 " target="_blank">Emergent Player Character Arcs</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h1><span style="color: #999999;">Written by: Borut Pfeifer</span><span style="color: #999999;">(</span><span style="color: #999999;"><a target="_blank" href="http://www.plushapocalypse.com" target="_blank">www.plushapocalypse.com</a></span><span style="color: #999999;">) </span></h1>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on February 11th, <strong>2009</strong></span></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/02/11/audio-article-72-emergent-player-character-arcs/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/276/0/IB72-BorutPfeifer-EmergentPlayerCharacterArcs.mp3" length="2846851" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>We are proud to present the second article from Borut Pfeifer today.  As always Borut skips right over the lighter stuff and tackles another in ...</itunes:subtitle>
		<itunes:summary>We are proud to present the second article from Borut Pfeifer today.  As always Borut skips right over the lighter stuff and tackles another in depth issue of increasing the psychology meaning that games can have on their players through Emergent Player Arcs when we explore avenues for the players actions to have real meaning in the game environment, and not simply along pre-scripted stories
Title: "Emergent Player Character Arcs" - Original Article
Written by: Borut Pfeifer(www.plushapocalypse.com) 
Read aloud by: Ryan Wiancko on February 11th, 2009</itunes:summary>
		<itunes:keywords>Game Design, Writing/Story Development</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #68: Dragon in the Attic &#8211; On the Limits of Interactive Fiction</title>
		<link>http://www.industrybroadcast.com/2009/02/02/audio-article-68-dragon-in-the-attic-on-the-limits-of-interactive-fiction/</link>
		<comments>http://www.industrybroadcast.com/2009/02/02/audio-article-68-dragon-in-the-attic-on-the-limits-of-interactive-fiction/#comments</comments>
		<pubDate>Mon, 02 Feb 2009 09:41:06 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[dragon in the attic]]></category>
		<category><![CDATA[interactive Fiction]]></category>
		<category><![CDATA[jonas smith]]></category>
		<category><![CDATA[jonassm]]></category>
		<category><![CDATA[limitations]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=266</guid>
		<description><![CDATA[Computerized interactive fiction is at a dead end. It builds upon principles that are teeth-grindingly linear and so cannot compete artistically with other media - such as the time-honed novel. To help solve this problem, this article attempts to sketch the potentials of interactive fiction.
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.jonassmith.dk " target="_blank">Jonas</a> brings us another great article dealing with Interactive Fiction.  Today we look at why it, and it&#8217;s tenancies that carry on today in modern game design and story telling are so limited and what we can do to overcome these limitations.</p>
<h2><span style="color: #999999;">Title: &#8216;<a target="_blank" href="http://game-research.com/index.php/articles/the-dragon-in-the-attic-on-the-limits-of-interactive-fiction/" target="_blank">Dragon in the Attic</a></span><span style="color: #999999;">&#8216; &#8211; Original Article<br />
</span></h2>
<h2><span style="color: #999999;">Written by: Jonas Smith </span><span style="color: #999999;">(<a target="_blank" href="http://www.jonassmith.dk " target="_blank"><strong>www.jonassmith.dk</strong></a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;">Read aloud by: Ryan Wiancko on February 1st 2009<br />
</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/02/02/audio-article-68-dragon-in-the-attic-on-the-limits-of-interactive-fiction/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/266/0/IB68-JonasSmith-DragoninTheAttic.mp3" length="5050839" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Jonas brings us another great article dealing with Interactive Fiction.  Today we look at why it, and it's tenancies that carry on today in modern ...</itunes:subtitle>
		<itunes:summary>Jonas brings us another great article dealing with Interactive Fiction.  Today we look at why it, and it's tenancies that carry on today in modern game design and story telling are so limited and what we can do to overcome these limitations.
Title: 'Dragon in the Attic' - Original Article

Written by: Jonas Smith (www.jonassmith.dk) 
Read aloud by: Ryan Wiancko on February 1st 2009
</itunes:summary>
		<itunes:keywords>Game Design, Writing/Story Development</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #63: The Open and the Closed: Games of Emergence and Games of Progression</title>
		<link>http://www.industrybroadcast.com/2009/01/20/audio-article-63-the-open-and-the-closed-games-of-emergence-and-games-of-progression/</link>
		<comments>http://www.industrybroadcast.com/2009/01/20/audio-article-63-the-open-and-the-closed-games-of-emergence-and-games-of-progression/#comments</comments>
		<pubDate>Wed, 21 Jan 2009 06:17:18 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[emergence]]></category>
		<category><![CDATA[emergent gameplay]]></category>
		<category><![CDATA[everquest]]></category>
		<category><![CDATA[jesper juul]]></category>
		<category><![CDATA[jesperjuul.net]]></category>
		<category><![CDATA[lodology]]></category>
		<category><![CDATA[mmorpg]]></category>
		<category><![CDATA[open world]]></category>
		<category><![CDATA[progressive gameplay]]></category>
		<category><![CDATA[rails]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=247</guid>
		<description><![CDATA[The point of this paper is frightfully simple: That most computer games are the combination of two different ways of presenting the player with a challenge, one which I will term emergence (simple rules combining, leading to variation) and one of progression (serially introduced challenges).
]]></description>
			<content:encoded><![CDATA[<p>It is an honor to welcome the wisdom and insight of <a target="_blank" href="http://www.jesperjuul.net" target="_blank">Jesper Juul</a> to Industrybroadcast.com and a pleasure to be able to share it with you.  In his first piece with us we discuss the differences between Emergent and Progressive games and then uses this theoretical framework to deduce Everquest or any game like it.  For it is an obvious point that the rules of the game influence how the game will be played. What Jesper sets out to do in this article is to uncover <strong>how</strong> this happens.</p>
<h2><span style="color: #999999;">Title: &#8216;<a target="_blank" href="http://www.jesperjuul.net/text/openandtheclosed.html  " target="_blank">The Open and the Closed: Games of Emergence and Games of Progression</a></span><span style="color: #999999;">&#8216; &#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" />&#8220;</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 January 20th, 2009</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/01/20/audio-article-63-the-open-and-the-closed-games-of-emergence-and-games-of-progression/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>It is an honor to welcome the wisdom and insight of Jesper Juul to Industrybroadcast.com and a pleasure to be able to share it with ...</itunes:subtitle>
		<itunes:summary>It is an honor to welcome the wisdom and insight of Jesper Juul to Industrybroadcast.com and a pleasure to be able to share it with you.  In his first piece with us we discuss the differences between Emergent and Progressive games and then uses this theoretical framework to deduce Everquest or any game like it.  For it is an obvious point that the rules of the game influence how the game will be played. What Jesper sets out to do in this article is to uncover how this happens.
Title: 'The Open and the Closed: Games of Emergence and Games of Progression' - 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 January 20th, 2009</itunes:summary>
		<itunes:keywords>Game Design, Writing/Story Development</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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