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	<title>Comments for Digital Ephemera</title>
	<atom:link href="http://videlais.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://videlais.com</link>
	<description>Ramblings from a former code monkey turned fiction writer.</description>
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		<title>Comment on The garden and the gate: flOw and the problems with Flow by Dan Cox</title>
		<link>http://videlais.com/2012/05/22/the-garden-and-the-gate-flow-and-the-problems-with-flow/#comment-630</link>
		<dc:creator><![CDATA[Dan Cox]]></dc:creator>
		<pubDate>Sat, 26 May 2012 00:17:39 +0000</pubDate>
		<guid isPermaLink="false">http://videlais.com/?p=2078#comment-630</guid>
		<description><![CDATA[I imagine that you have probably seen my newer post by this point, but we talked about exactly what you brought up here in the latest The School of Athens episode. Several of us agreed that, if the point of flOw was to get you into a Flow state, it might be failing pretty often at it. It&#039;s as you said, the frustration, and I might add dynamic difficultly, get in the way of that, in a way, promise of meditation it presents: if you have to think about the game in order to progress in it, you aren&#039;t in a Flow state.

Because we will talk about Demon&#039;s Souls pretty soon on the show, I&#039;ve been looking into doing some reading about people&#039;s opinions about the game, their experiences and how intentional the difficulty of that game might be. I encourage you write about it in contrast to flOw if only because I&#039;m interested in what you might mean by it &quot;[setting] the right expectations.&quot; There is certainly a case to be made about the contract of expectations between the developer and player in both games.]]></description>
		<content:encoded><![CDATA[<p>I imagine that you have probably seen my newer post by this point, but we talked about exactly what you brought up here in the latest The School of Athens episode. Several of us agreed that, if the point of flOw was to get you into a Flow state, it might be failing pretty often at it. It&#8217;s as you said, the frustration, and I might add dynamic difficultly, get in the way of that, in a way, promise of meditation it presents: if you have to think about the game in order to progress in it, you aren&#8217;t in a Flow state.</p>
<p>Because we will talk about Demon&#8217;s Souls pretty soon on the show, I&#8217;ve been looking into doing some reading about people&#8217;s opinions about the game, their experiences and how intentional the difficulty of that game might be. I encourage you write about it in contrast to flOw if only because I&#8217;m interested in what you might mean by it &#8220;[setting] the right expectations.&#8221; There is certainly a case to be made about the contract of expectations between the developer and player in both games.</p>
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		<title>Comment on The garden and the gate: flOw and the problems with Flow by Jackson</title>
		<link>http://videlais.com/2012/05/22/the-garden-and-the-gate-flow-and-the-problems-with-flow/#comment-629</link>
		<dc:creator><![CDATA[Jackson]]></dc:creator>
		<pubDate>Thu, 24 May 2012 22:37:58 +0000</pubDate>
		<guid isPermaLink="false">http://videlais.com/?p=2078#comment-629</guid>
		<description><![CDATA[It&#039;s funny that you wrote about this because just earlier today I was reading about how flOw was  literally made to get players in flow state, and yet I remember rarely being in that state when playing the game. For one, I found the controls to imprecise to ever feel in total control of the game.

But I think your article touched on the bigger point that the game just gives players the wrong expectations going in. It asks you to be meditative and contemplative, but the core mechanics are about timing, speed, and accuracy, which goes straight against that. I noticed myself increasingly frustrated the further I progressed into the game, because I was constantly being brought out of my &quot;no-thought&quot; state. Meanwhile Demon Soul&#039;s, while being way more difficult, was way more conductive to flow states because it set the right expectations.]]></description>
		<content:encoded><![CDATA[<p>It&#8217;s funny that you wrote about this because just earlier today I was reading about how flOw was  literally made to get players in flow state, and yet I remember rarely being in that state when playing the game. For one, I found the controls to imprecise to ever feel in total control of the game.</p>
<p>But I think your article touched on the bigger point that the game just gives players the wrong expectations going in. It asks you to be meditative and contemplative, but the core mechanics are about timing, speed, and accuracy, which goes straight against that. I noticed myself increasingly frustrated the further I progressed into the game, because I was constantly being brought out of my &#8220;no-thought&#8221; state. Meanwhile Demon Soul&#8217;s, while being way more difficult, was way more conductive to flow states because it set the right expectations.</p>
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		<title>Comment on Gamespaces: They&#8217;re full of space by David Carlton</title>
		<link>http://videlais.com/2012/05/09/gamespaces-theyre-full-of-space/#comment-623</link>
		<dc:creator><![CDATA[David Carlton]]></dc:creator>
		<pubDate>Sat, 12 May 2012 18:32:56 +0000</pubDate>
		<guid isPermaLink="false">http://videlais.com/?p=2047#comment-623</guid>
		<description><![CDATA[Yeah, they&#039;re different rulesets. Rock Band 3 is just (quite) unusual in that it creates a more open space to import one of those rulesets into the other. And, for that matter, playing music from a score sets up a situation where both of those rulesets are present, as well. So I&#039;m wondering now if those are isolated examples or not.]]></description>
		<content:encoded><![CDATA[<p>Yeah, they&#8217;re different rulesets. Rock Band 3 is just (quite) unusual in that it creates a more open space to import one of those rulesets into the other. And, for that matter, playing music from a score sets up a situation where both of those rulesets are present, as well. So I&#8217;m wondering now if those are isolated examples or not.</p>
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		<title>Comment on Gamespaces: They&#8217;re full of space by Dan Cox</title>
		<link>http://videlais.com/2012/05/09/gamespaces-theyre-full-of-space/#comment-619</link>
		<dc:creator><![CDATA[Dan Cox]]></dc:creator>
		<pubDate>Thu, 10 May 2012 21:43:05 +0000</pubDate>
		<guid isPermaLink="false">http://videlais.com/?p=2047#comment-619</guid>
		<description><![CDATA[I think I agree with you in the understanding of the spaces, but find that hard to convey in pictures. I have it in my notes to think of them as you have stated here, but I&#039;m not sure how to draw that. I may need to create an example game in order to try to illustrate it better.

If you are saying that the actualization of the ruleset may produce an aesthetically pleasing effect, yet be different from how the game judges you, that is certainly possible. You can perform something well, according to one criteria, and still fail in regard to the ruleset that you are currently playing within at that moment. Making music and playing a music game are two different rulesets, aren&#039;t they?]]></description>
		<content:encoded><![CDATA[<p>I think I agree with you in the understanding of the spaces, but find that hard to convey in pictures. I have it in my notes to think of them as you have stated here, but I&#8217;m not sure how to draw that. I may need to create an example game in order to try to illustrate it better.</p>
<p>If you are saying that the actualization of the ruleset may produce an aesthetically pleasing effect, yet be different from how the game judges you, that is certainly possible. You can perform something well, according to one criteria, and still fail in regard to the ruleset that you are currently playing within at that moment. Making music and playing a music game are two different rulesets, aren&#8217;t they?</p>
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		<title>Comment on Gamespaces: They&#8217;re full of space by David Carlton</title>
		<link>http://videlais.com/2012/05/09/gamespaces-theyre-full-of-space/#comment-618</link>
		<dc:creator><![CDATA[David Carlton]]></dc:creator>
		<pubDate>Thu, 10 May 2012 04:37:02 +0000</pubDate>
		<guid isPermaLink="false">http://videlais.com/?p=2047#comment-618</guid>
		<description><![CDATA[Good notes. I will say: I think of the imagined space as mapping into the possibility space, but the possibility space as projecting down onto the physical space. (With a temporal dimension, tracing out routes in the physical space.)

Also, playing songs on the guitar last night and comparing that with how Rock Band 3 scores me on those same songs makes me wonder if it makes sense in some contexts to separate a performance space from some sort of rule-based possibility space, at least in some sorts of games.]]></description>
		<content:encoded><![CDATA[<p>Good notes. I will say: I think of the imagined space as mapping into the possibility space, but the possibility space as projecting down onto the physical space. (With a temporal dimension, tracing out routes in the physical space.)</p>
<p>Also, playing songs on the guitar last night and comparing that with how Rock Band 3 scores me on those same songs makes me wonder if it makes sense in some contexts to separate a performance space from some sort of rule-based possibility space, at least in some sorts of games.</p>
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		<title>Comment on Gamespaces: They&#8217;re full of space by The School of Athens (VGHVI) Podcast, recorded 3 May 2012 &#124; Video Games and Human Values Initiative</title>
		<link>http://videlais.com/2012/05/09/gamespaces-theyre-full-of-space/#comment-617</link>
		<dc:creator><![CDATA[The School of Athens (VGHVI) Podcast, recorded 3 May 2012 &#124; Video Games and Human Values Initiative]]></dc:creator>
		<pubDate>Wed, 09 May 2012 19:52:10 +0000</pubDate>
		<guid isPermaLink="false">http://videlais.com/?p=2047#comment-617</guid>
		<description><![CDATA[[...] Dan has some wonderful de facto show notes on his blog. [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Dan has some wonderful de facto show notes on his blog. [...]</p>
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		<title>Comment on Min-maxing Life by rwelean</title>
		<link>http://videlais.com/2012/04/16/min-maxing-life/#comment-599</link>
		<dc:creator><![CDATA[rwelean]]></dc:creator>
		<pubDate>Tue, 17 Apr 2012 18:15:16 +0000</pubDate>
		<guid isPermaLink="false">https://videlais.wordpress.com/?p=2021#comment-599</guid>
		<description><![CDATA[it&#039;s hard choosing between lots of different subjects you like... I felt that all through college, and I still don&#039;t feel satisfied just studying &quot;one&quot; subject. Good luck!]]></description>
		<content:encoded><![CDATA[<p>it&#8217;s hard choosing between lots of different subjects you like&#8230; I felt that all through college, and I still don&#8217;t feel satisfied just studying &#8220;one&#8221; subject. Good luck!</p>
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		<title>Comment on The myth of &#8220;Now or Never&#8221; by Dan Cox</title>
		<link>http://videlais.com/2012/04/12/the-myth-of-now-or-never/#comment-592</link>
		<dc:creator><![CDATA[Dan Cox]]></dc:creator>
		<pubDate>Sat, 14 Apr 2012 03:53:52 +0000</pubDate>
		<guid isPermaLink="false">http://videlais.com/?p=2002#comment-592</guid>
		<description><![CDATA[Most of this post came from me reacting to the push on Twitter and a couple of e-mails in recent weeks I have received. I&#039;ve never been used to the idea that something needs an immediate reaction to be a hit. In my experiences, it takes time and a willingness to keep working on it.

There is, and it might just be my perception of it, this myth everywhere I look in what I would loosely call my virtual community. For me, as I said, it&#039;s never been that way. To get better at writing, I have had to work very hard at it. There have been many days when I did not feel like writing when I have anyway.

If I step away from those virtual voices, I don&#039;t get that same push though. In my day to day life, most people talk about grades, code or classes. They don&#039;t talk about writing with me and I don&#039;t mention it to them. There is a strange situation where, online, I am thought of as a writer (in some fashion) but, in real life, I&#039;m a programmer and grader. The worlds don&#039;t mix.]]></description>
		<content:encoded><![CDATA[<p>Most of this post came from me reacting to the push on Twitter and a couple of e-mails in recent weeks I have received. I&#8217;ve never been used to the idea that something needs an immediate reaction to be a hit. In my experiences, it takes time and a willingness to keep working on it.</p>
<p>There is, and it might just be my perception of it, this myth everywhere I look in what I would loosely call my virtual community. For me, as I said, it&#8217;s never been that way. To get better at writing, I have had to work very hard at it. There have been many days when I did not feel like writing when I have anyway.</p>
<p>If I step away from those virtual voices, I don&#8217;t get that same push though. In my day to day life, most people talk about grades, code or classes. They don&#8217;t talk about writing with me and I don&#8217;t mention it to them. There is a strange situation where, online, I am thought of as a writer (in some fashion) but, in real life, I&#8217;m a programmer and grader. The worlds don&#8217;t mix.</p>
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		<title>Comment on The myth of &#8220;Now or Never&#8221; by The unintended consequences of creativity &#171; Tom Auxier&#039;s Written Ramblings</title>
		<link>http://videlais.com/2012/04/12/the-myth-of-now-or-never/#comment-590</link>
		<dc:creator><![CDATA[The unintended consequences of creativity &#171; Tom Auxier&#039;s Written Ramblings]]></dc:creator>
		<pubDate>Fri, 13 Apr 2012 14:28:11 +0000</pubDate>
		<guid isPermaLink="false">http://videlais.com/?p=2002#comment-590</guid>
		<description><![CDATA[[...] extrapolating, here, on a post made by cool dude/fellow Nightmare Mode writer Dan Cox over at his blog. Because I think it bears [...]]]></description>
		<content:encoded><![CDATA[<p>[...] extrapolating, here, on a post made by cool dude/fellow Nightmare Mode writer Dan Cox over at his blog. Because I think it bears [...]</p>
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		<title>Comment on The myth of &#8220;Now or Never&#8221; by Tom Auxier</title>
		<link>http://videlais.com/2012/04/12/the-myth-of-now-or-never/#comment-589</link>
		<dc:creator><![CDATA[Tom Auxier]]></dc:creator>
		<pubDate>Fri, 13 Apr 2012 13:44:06 +0000</pubDate>
		<guid isPermaLink="false">http://videlais.com/?p=2002#comment-589</guid>
		<description><![CDATA[I definitely agree with you on this.  Not everything is the result: some things are the process.  My housemates, especially, give me crap because a lot of what I do is &quot;unprofitable&quot;: I&#039;m writing short stories I&#039;m not publishing, I&#039;m writing gameswriting that I&#039;m not being paid handsomely for.  I&#039;m playing games I don&#039;t have to.

They see this as a waste of time, but the arts are a building process.  Every story I write makes me a better writer.  Every article I write does, too.  I tend to market them because every time I do, I learn more about that.  And I think a lot of people engaged in work besides the arts (even some people engaged in the arts!) think it&#039;s an immediate thing.  There&#039;s a lot of reasons for this, but in the end, it&#039;s important to stop some times and realize, &quot;I&#039;m not where I want to be, but I am where I realistically should be.&quot;]]></description>
		<content:encoded><![CDATA[<p>I definitely agree with you on this.  Not everything is the result: some things are the process.  My housemates, especially, give me crap because a lot of what I do is &#8220;unprofitable&#8221;: I&#8217;m writing short stories I&#8217;m not publishing, I&#8217;m writing gameswriting that I&#8217;m not being paid handsomely for.  I&#8217;m playing games I don&#8217;t have to.</p>
<p>They see this as a waste of time, but the arts are a building process.  Every story I write makes me a better writer.  Every article I write does, too.  I tend to market them because every time I do, I learn more about that.  And I think a lot of people engaged in work besides the arts (even some people engaged in the arts!) think it&#8217;s an immediate thing.  There&#8217;s a lot of reasons for this, but in the end, it&#8217;s important to stop some times and realize, &#8220;I&#8217;m not where I want to be, but I am where I realistically should be.&#8221;</p>
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