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	<title>Digital Ephemera</title>
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	<description>Ramblings from a former code monkey turned fiction writer.</description>
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		<title>Digital Ephemera</title>
		<link>http://videlais.com</link>
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		<title>Flow, flOw, Flow-er and other Thatgamecompany themes&#8230;</title>
		<link>http://videlais.com/2012/05/24/flow-flow-flow-er-and-other-thatgamecompany-themes/</link>
		<comments>http://videlais.com/2012/05/24/flow-flow-flow-er-and-other-thatgamecompany-themes/#comments</comments>
		<pubDate>Thu, 24 May 2012 20:45:50 +0000</pubDate>
		<dc:creator>Dan Cox</dc:creator>
				<category><![CDATA[podcast]]></category>
		<category><![CDATA[The School of Athens]]></category>

		<guid isPermaLink="false">http://videlais.com/?p=2090</guid>
		<description><![CDATA[That title was what I came up with as a way to try to describe the latest episode of The School of Athens. We gathered to discuss &#8220;thatgamecompany’s oeuvre&#8221; and, as you might imagine, got entangled into how to say &#8220;Thatgamecompany&#8217;s games&#8221; without stumbling through it, how to pronounce Csikszentmihalyi [cheek-SENT-me-high] and, of course, what exactly Flow [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=videlais.com&#038;blog=930372&#038;post=2090&#038;subd=videlais&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
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		<title>Ending Knowledge: Final Fantasy XIII-2 and understanding story through paradoxical endings</title>
		<link>http://videlais.com/2012/05/23/ending-knowledge-final-fantasy-xiii-2-and-understanding-story-through-paradoxical-endings/</link>
		<comments>http://videlais.com/2012/05/23/ending-knowledge-final-fantasy-xiii-2-and-understanding-story-through-paradoxical-endings/#comments</comments>
		<pubDate>Thu, 24 May 2012 02:49:00 +0000</pubDate>
		<dc:creator>Dan Cox</dc:creator>
				<category><![CDATA[essay]]></category>
		<category><![CDATA[Final Fantasy 13-2]]></category>
		<category><![CDATA[Final Fantasy 13-2: Requiem of The Goddess]]></category>

		<guid isPermaLink="false">http://videlais.com/?p=2086</guid>
		<description><![CDATA[One of the selling points of Final Fantasy XIII-2 is that, more than any other game in its series, it was designed for its commercial status. Through costumes, DLC story and extra battles, it was crafted so that it could be sold and then profit could be made from players continuing to spend money on items [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=videlais.com&#038;blog=930372&#038;post=2086&#038;subd=videlais&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>0</slash:comments>
	
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		<title>The garden and the gate: flOw and the problems with Flow</title>
		<link>http://videlais.com/2012/05/22/the-garden-and-the-gate-flow-and-the-problems-with-flow/</link>
		<comments>http://videlais.com/2012/05/22/the-garden-and-the-gate-flow-and-the-problems-with-flow/#comments</comments>
		<pubDate>Tue, 22 May 2012 23:06:20 +0000</pubDate>
		<dc:creator>Dan Cox</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[essay]]></category>
		<category><![CDATA[flow]]></category>

		<guid isPermaLink="false">http://videlais.com/?p=2078</guid>
		<description><![CDATA[Produced as companion piece to his MFA thesis, flOw is the creation of Jenova Chen as a demonstration of &#8220;Dynamic Difficulty Adjustment (DDA)&#8221;, a way to create &#8220;optimized video game experiences for different types of players&#8221; (Flow in Games). Central to this plan was the use of the concept of Flow, as presented by Mihaly Csikszentmihalyi, to allow the players [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=videlais.com&#038;blog=930372&#038;post=2078&#038;subd=videlais&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://videlais.com/2012/05/22/the-garden-and-the-gate-flow-and-the-problems-with-flow/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
	
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		<title>Currency of Pain: A reading of Batman: Arkham City</title>
		<link>http://videlais.com/2012/05/21/currency-of-pain-a-reading-of-batman-arkham-city/</link>
		<comments>http://videlais.com/2012/05/21/currency-of-pain-a-reading-of-batman-arkham-city/#comments</comments>
		<pubDate>Mon, 21 May 2012 06:34:10 +0000</pubDate>
		<dc:creator>Dan Cox</dc:creator>
				<category><![CDATA[playing]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[Batman: Arkham City]]></category>

		<guid isPermaLink="false">http://videlais.com/?p=2061</guid>
		<description><![CDATA[It&#8217;s almost dream-like in its absurdity. Surreal might be a better word for it. All of Gotham&#8217;s greatest villains all kept in the same place, &#8220;locked away&#8221; in a free roaming area where they can enact all their evils on those around them with nothing but a wall to keep them in and away from the general population. Batman: Arkham City [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=videlais.com&#038;blog=930372&#038;post=2061&#038;subd=videlais&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>0</slash:comments>
	
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		<title>Sneaking &#8216;n&#8217; Stealing: An example and analysis of a gamespace</title>
		<link>http://videlais.com/2012/05/10/sneaking-n-stealing-an-example-and-analysis-of-a-gamespace/</link>
		<comments>http://videlais.com/2012/05/10/sneaking-n-stealing-an-example-and-analysis-of-a-gamespace/#comments</comments>
		<pubDate>Thu, 10 May 2012 23:19:28 +0000</pubDate>
		<dc:creator>Dan Cox</dc:creator>
				<category><![CDATA[design]]></category>

		<guid isPermaLink="false">http://videlais.com/?p=2054</guid>
		<description><![CDATA[Coming off yesterday&#8217;s post, I feel might be easier to think about gamespaces, and the idea of the three sub-spaces, in the context of looking a game and trying to decide where each division might be made. To that end, I have created an example game to think about. Welcome to Sneaking &#8216;n&#8217; Stealing, a game about [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=videlais.com&#038;blog=930372&#038;post=2054&#038;subd=videlais&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://videlais.com/2012/05/10/sneaking-n-stealing-an-example-and-analysis-of-a-gamespace/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
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		<title>Gamespaces: They&#8217;re full of space</title>
		<link>http://videlais.com/2012/05/09/gamespaces-theyre-full-of-space/</link>
		<comments>http://videlais.com/2012/05/09/gamespaces-theyre-full-of-space/#comments</comments>
		<pubDate>Wed, 09 May 2012 09:03:05 +0000</pubDate>
		<dc:creator>Dan Cox</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[gamespace]]></category>

		<guid isPermaLink="false">http://videlais.com/?p=2047</guid>
		<description><![CDATA[The latest episode of The School of Athens dealt with the question &#8220;What is a gamespace?&#8221; To start us off in the conversation, Roger Travis provided the definition: &#8220;range of performance affordances created by a practomimetic ruleset, conceived as one or more of a variety of spatial metaphors readily afforded by human consciousness.&#8221; We, for better [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=videlais.com&#038;blog=930372&#038;post=2047&#038;subd=videlais&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://videlais.com/2012/05/09/gamespaces-theyre-full-of-space/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
	
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		<title>Final Fantasy XIII-2: The story so far&#8230;</title>
		<link>http://videlais.com/2012/05/06/final-fantasy-xiii-2-the-story-so-far/</link>
		<comments>http://videlais.com/2012/05/06/final-fantasy-xiii-2-the-story-so-far/#comments</comments>
		<pubDate>Sun, 06 May 2012 17:37:43 +0000</pubDate>
		<dc:creator>Dan Cox</dc:creator>
				<category><![CDATA[playing]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[Final Fantasy XIII-2]]></category>

		<guid isPermaLink="false">http://videlais.com/?p=2041</guid>
		<description><![CDATA[Every time you return to playing Final Fantasy XIII-2, the game sees fit to remind you what has happened so far. Through cuts from previous scenes and narrated by one of the characters, you are put back into the story as the game wants you to think about it. This happened and then this. Normally, this [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=videlais.com&#038;blog=930372&#038;post=2041&#038;subd=videlais&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://videlais.com/2012/05/06/final-fantasy-xiii-2-the-story-so-far/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
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		<title>Knowing the unknown: Information management in multiplayer settings</title>
		<link>http://videlais.com/2012/05/04/knowing-the-unknown-information-management-in-multiplayer-settings/</link>
		<comments>http://videlais.com/2012/05/04/knowing-the-unknown-information-management-in-multiplayer-settings/#comments</comments>
		<pubDate>Fri, 04 May 2012 22:34:39 +0000</pubDate>
		<dc:creator>Dan Cox</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[essay]]></category>
		<category><![CDATA[information asymmetry]]></category>

		<guid isPermaLink="false">https://videlais.wordpress.com/?p=2039</guid>
		<description><![CDATA[It it through the play against other agents that sessions of the greatest competition happens. When trying to accomplish opposing goals, the space between players within a game fighting against each, reacting to each other and trying to anticipate each other&#8217;s moves produces the clearest case of information management through a transactional dialogue structure. Using [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=videlais.com&#038;blog=930372&#038;post=2039&#038;subd=videlais&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://videlais.com/2012/05/04/knowing-the-unknown-information-management-in-multiplayer-settings/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
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		<title>Age and the Economics of Time</title>
		<link>http://videlais.com/2012/05/03/age-and-the-economics-of-time/</link>
		<comments>http://videlais.com/2012/05/03/age-and-the-economics-of-time/#comments</comments>
		<pubDate>Fri, 04 May 2012 00:12:27 +0000</pubDate>
		<dc:creator>Dan Cox</dc:creator>
				<category><![CDATA[essay]]></category>
		<category><![CDATA[playing]]></category>

		<guid isPermaLink="false">http://videlais.com/?p=2036</guid>
		<description><![CDATA[I&#8217;ve been trying to catch up on the many, many podcast that I am subscribed to &#8212; all 87 of them. Yesterday, I was listening to the Gamers with Jobs Conference Call and was going through my backlog of episodes while I was playing Final Fantasy XIII-2. I got through several episodes and then finally caught up to their [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=videlais.com&#038;blog=930372&#038;post=2036&#038;subd=videlais&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://videlais.com/2012/05/03/age-and-the-economics-of-time/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
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		<title>Gamers are Masochists (Thoughts on Catherine)</title>
		<link>http://videlais.com/2012/05/02/gamers-are-masochists-thoughts-on-catherine/</link>
		<comments>http://videlais.com/2012/05/02/gamers-are-masochists-thoughts-on-catherine/#comments</comments>
		<pubDate>Thu, 03 May 2012 01:15:29 +0000</pubDate>
		<dc:creator>Dan Cox</dc:creator>
				<category><![CDATA[playing]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[Catherine]]></category>

		<guid isPermaLink="false">http://videlais.com/?p=2031</guid>
		<description><![CDATA[I moved the character. He died. I tried it again. Then again. Over and over. When Catherine asked me if I was a sadist or a masochist, I had to pause and think about it. Not just because I wanted to get the answer right in order to get more morality points, but because it was [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=videlais.com&#038;blog=930372&#038;post=2031&#038;subd=videlais&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>0</slash:comments>
	
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