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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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	<managingEditor>ryan@industrybroadcast.com (RyanW)</managingEditor>
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	<category>Video Game Industry</category>
	<ttl>1440</ttl>
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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" />
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	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
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	<itunes:author>RyanW</itunes:author>
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		<itunes:name>RyanW</itunes:name>
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		<title>Audio Article #019: New Mythical Content for Narrative Games</title>
		<link>http://www.industrybroadcast.com/2010/10/12/audio-article-019-new-mythical-content-for-narrative-games/</link>
		<comments>http://www.industrybroadcast.com/2010/10/12/audio-article-019-new-mythical-content-for-narrative-games/#comments</comments>
		<pubDate>Tue, 12 Oct 2010 12:00:19 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[hero]]></category>
		<category><![CDATA[joris dormans]]></category>
		<category><![CDATA[jorisdormans.nl]]></category>
		<category><![CDATA[mythical content]]></category>
		<category><![CDATA[story telling]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=697</guid>
		<description><![CDATA[We are excited to re-read you the first of many of Joris Dormans Acedemic Papers on Game Design.  The one delves deeply into the role that Mythology has played in traditional story telling and the importance it will play as well as how it is evolving for Modern Games. Title: &#8216;The Hacker: New Mythical Content [...]]]></description>
			<content:encoded><![CDATA[<p>We are excited to re-read you the first of many of Joris Dormans  Acedemic Papers on Game Design.  The one delves deeply into the role  that Mythology has played in traditional story telling and the  importance it will play as well as how it is evolving for Modern Games.</p>
<h2>Title: &#8216;The Hacker: New Mythical Content for Narrative Games&#8217;</h2>
<h2>Written by: Joris Dormans(<a target="_blank" href="http://www.jorisdormans.nl/" target="_blank">www.jorisdormans.nl</a>)</h2>
<h2>Re-Read aloud by: Ryan Wiancko on October 11th, 2010</h2>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>We are excited to re-read you the first of many of Joris Dormans  Acedemic Papers on Game Design.  The one delves deeply into the role  that Mythology has played in traditional story telling and the  importance it will play as well as how it is evol[...]</itunes:subtitle>
		<itunes:summary>We are excited to re-read you the first of many of Joris Dormans  Acedemic Papers on Game Design.  The one delves deeply into the role  that Mythology has played in traditional story telling and the  importance it will play as well as how it is evolving for Modern Games.
Title: &#8216;The Hacker: New Mythical Content for Narrative Games&#8217;
Written by: Joris Dormans(www.jorisdormans.nl)
Re-Read aloud by: Ryan Wiancko on October 11th, 2010</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<item>
		<title>Audio Article #16b: The Road Not Taken &#8211; Part 2</title>
		<link>http://www.industrybroadcast.com/2010/09/29/audio-article-16b-the-road-not-taken-part-2/</link>
		<comments>http://www.industrybroadcast.com/2010/09/29/audio-article-16b-the-road-not-taken-part-2/#comments</comments>
		<pubDate>Wed, 29 Sep 2010 14:44:55 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[interactive Fiction]]></category>
		<category><![CDATA[jonas smith]]></category>
		<category><![CDATA[jonassmith.dk]]></category>
		<category><![CDATA[new]]></category>
		<category><![CDATA[radiolab]]></category>
		<category><![CDATA[road now taken]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=687</guid>
		<description><![CDATA[So here we have the second half of this impressive article.. Not only the longest piece on IB but definitely one of the longest time wise to produce for me.  That is mainly because of this new &#8216;Radiolab inspired&#8217; style that I&#8217;m attempting here.  I would love love love your feedback as for how I [...]]]></description>
			<content:encoded><![CDATA[<p>So here we have the second half of this impressive article.. Not only the longest piece on IB but definitely one of the longest time wise to produce for me.  That is mainly because of this new &#8216;<a target="_blank" href="http://www.radiolab.org">Radiolab </a>inspired&#8217; style that I&#8217;m attempting here.  I would love love love your feedback as for how I can improve this, what&#8217;s working and what isn&#8217;t.. So don&#8217;t be shy, leave a comment below and lay it on me!</p>
<h2><span style="color: #999999;">Title: &#8216;The Road Not Taken &#8211; The How&#8217;s and Why&#8217;s of Interactive Fiction&#8217;Part 2<br />
</span></h2>
<h2><span style="color: #999999;">Written by: Jonas Smith(<a target="_blank" href="www.gamedevblog.com" target="_blank">www.jonassmith.dk</a>) </span></h2>
<h2><span style="color: #999999;">Re-Read aloud by: Ryan Wiancko on September 7th 2010<br />
</span></h2>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<itunes:duration>0:21:58</itunes:duration>
		<itunes:subtitle>So here we have the second half of this impressive article.. Not only the longest piece on IB but definitely one of the longest time wise to produce for me.  That is mainly because of this new &#8216;Radiolab inspired&#8217; style that I&#8217;m att[...]</itunes:subtitle>
		<itunes:summary>So here we have the second half of this impressive article.. Not only the longest piece on IB but definitely one of the longest time wise to produce for me.  That is mainly because of this new &#8216;Radiolab inspired&#8217; style that I&#8217;m attempting here.  I would love love love your feedback as for how I can improve this, what&#8217;s working and what isn&#8217;t.. So don&#8217;t be shy, leave a comment below and lay it on me!
Title: &#8216;The Road Not Taken &#8211; The How&#8217;s and Why&#8217;s of Interactive Fiction&#8217;Part 2

Written by: Jonas Smith(www.jonassmith.dk) 
Re-Read aloud by: Ryan Wiancko on September 7th 2010
</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #016: The Road Not Taken Part 1</title>
		<link>http://www.industrybroadcast.com/2010/09/27/audio-article-016-the-road-not-taken-part-1/</link>
		<comments>http://www.industrybroadcast.com/2010/09/27/audio-article-016-the-road-not-taken-part-1/#comments</comments>
		<pubDate>Mon, 27 Sep 2010 15:02:24 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing/Story Development]]></category>
		<category><![CDATA[games-research.com]]></category>
		<category><![CDATA[interactive Fiction]]></category>
		<category><![CDATA[jonas smith]]></category>
		<category><![CDATA[jonassmith.dk]]></category>
		<category><![CDATA[limits]]></category>
		<category><![CDATA[road not taken]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=683</guid>
		<description><![CDATA[In this impressive article we take an incredibly indepth look at Interactive Fiction, outlining it&#8217;s roots and history as well as taking a serious acedemic look at not only it&#8217;s potential but more importantly the questions we need to begin asking before we can even start to understand it&#8217;s limitations and potential. Title: &#8216;The Road [...]]]></description>
			<content:encoded><![CDATA[<p>In this impressive article we take an incredibly indepth look at  Interactive Fiction, outlining it&#8217;s roots and history as well as taking a  serious acedemic look at not only it&#8217;s potential but more importantly  the questions we need to begin asking before we can even start to  understand it&#8217;s limitations and potential.</p>
<h2>Title:  &#8216;The Road Not Taken &#8211; The How&#8217;s and Why&#8217;s of Interactive Fiction&#8217;</h2>
<h2>Written  by: Jonas Smith(<a target="_blank" href="www.gamedevblog.com" target="_blank">www.jonassmith.dk</a>)</h2>
<h2>Re-Read  aloud by: Ryan Wiancko on September 26th, 2008</h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/09/27/audio-article-016-the-road-not-taken-part-1/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/683/0/IB016a-IBJonasSmith-RoadNotTaken.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>In this impressive article we take an incredibly indepth look at  Interactive Fiction, outlining it&#8217;s roots and history as well as taking a  serious acedemic look at not only it&#8217;s potential but more importantly  the questions we need to [...]</itunes:subtitle>
		<itunes:summary>In this impressive article we take an incredibly indepth look at  Interactive Fiction, outlining it&#8217;s roots and history as well as taking a  serious acedemic look at not only it&#8217;s potential but more importantly  the questions we need to begin asking before we can even start to  understand it&#8217;s limitations and potential.
Title:  &#8216;The Road Not Taken &#8211; The How&#8217;s and Why&#8217;s of Interactive Fiction&#8217;
Written  by: Jonas Smith(www.jonassmith.dk)
Re-Read  aloud by: Ryan Wiancko on September 26th, 2008</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<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>Ryan</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>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/08/31/audio-article-142-shadowcaster-pt-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/526/0/IB142-JorisDormans-ShadowcasterPt2.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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 sing[...]</itunes:subtitle>
		<itunes:summary>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"</itunes:summary>
		<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>Ryan</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>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/08/21/audio-article-139-storytelling/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/517/0/IB139-DavidPerry-StoryTelling.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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[...]</itunes:subtitle>
		<itunes:summary>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: &#8220;Story Telling&#8221; &#8211; 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: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>Ryan</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>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/07/09/audio-article-131-shadowcaster-pt1/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/489/0/IB131-JorisDormas-ShadowCasterPt1.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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 [...]</itunes:subtitle>
		<itunes:summary>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)</itunes:summary>
		<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>Ryan</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>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/452/0/IB121-JoshSutphin-ReactiveDesign.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</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 and the challenges, as well as potential of taking the game off the rails and designing an engaging experience that [...]</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: &#8220;Reactive Design&#8220; &#8211; Original Article
Written by: Josh Sutphin(thirdhelix.wordpress.com) 
Read aloud by: Ryan Wiancko on June 6th, 2009</itunes:summary>
		<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>Ryan</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>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/393/0/IB113-BorutPfeifer-NarrativeinMySystem.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</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 experience from gameplay
Title: &#8220;You&#8217;ve got Narrative in M[...]</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: &#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</itunes:summary>
		<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>Ryan</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>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/328/0/Ib91-SteveGaynor-ImmersionModel.mp3" length="4032458" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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 grow[...]</itunes:subtitle>
		<itunes:summary>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 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.
Title: &#8220;The Immersion Model of Meaning&#8220; &#8211; Original Article
Written by: Steve Gaynor(Fullbright.blogspot.com) 
Read aloud by: Ryan Wiancko on March 31st, 2009</itunes:summary>
		<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>Ryan</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>0:00:01</itunes:duration>
		<itunes:subtitle>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 aest[...]</itunes:subtitle>
		<itunes:summary>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.</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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