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	<title>Playing With Art</title>
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	<description>Analyzing the artistic merits of video games</description>
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		<title>Playing With Art</title>
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		<title>The Contradictory Support for Online Gaming</title>
		<link>http://playingwithart.wordpress.com/2009/08/21/the-contradictory-support-for-online-gaming/</link>
		<comments>http://playingwithart.wordpress.com/2009/08/21/the-contradictory-support-for-online-gaming/#comments</comments>
		<pubDate>Sat, 22 Aug 2009 06:47:27 +0000</pubDate>
		<dc:creator>Nick Dinicola</dc:creator>
				<category><![CDATA[Opinion Piece]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[WiiWare]]></category>
		<category><![CDATA[Xbox LIVE]]></category>

		<guid isPermaLink="false">http://playingwithart.wordpress.com/?p=511</guid>
		<description><![CDATA[I recently renewed my Xbox Live gold account, and I was reminded of the first time that I signed up for it just over a year ago. A friend came to visit and brought Battlefield: Bad Company, and convinced me to sign up for a gold account right then and there. It was easy but [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=playingwithart.wordpress.com&amp;blog=5056968&amp;post=511&amp;subd=playingwithart&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I recently renewed my Xbox Live gold account, and I was reminded of the first time that I signed up for it just over a year ago. A friend came to visit and brought <em>Battlefield: Bad Company</em>, and convinced me to sign up for a gold account right then and there. It was easy but only because I already had a silver account and wireless adapter. Getting to that initial point required more effort and money than it was worth. In that short span of a year, online connectivity has become a major selling point for games and consoles. Nearly every new triple-A game has some form of online play, either competitive or cooperative, and even some multiplayer-only games have jumped from the PC to the consoles. The consoles themselves embrace the online world with a mix of downloadable games and community features. Yet, for all of this hype and support, there are many unnecessary hurdles a customer has to face before getting connected. Hurdles that can easily scare someone away, and that have consistently gone untended. Despite their apparent interest in the online space, Microsoft, Sony, and Nintendo are shooting themselves in the foot.</p>
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<div><img class="alignright" src="http://www.popmatters.com/images/blog_art/n/nxe_-_netflix_2.jpg" alt="" width="350" height="196" /></div>
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<p>Microsoft, arguably, has the most invested in its online offerings. There are many aspects of Live that make it an actual community and not just a mish-mash of anonymous people playing the same game. The party system and standard headset encourage communication among players, and the avatars give people a unique visual identity in addition to their chosen gamertag. Members can watch movies from Netflix, with more from Facebook, Twitter, and Last.fm coming in the fall. The “Summer of Arcade,” a five week period which highlights certain Xbox Live Arcade games, has become a yearly promotion, and 1 vs. 100 has emerged as a popular community game that appeals to gamers of every ilk. Yet entering this online world is costly. The hard drive, a necessity when it comes to downloadable games and content games, is prohibitively expensive, as is Microsoft’s official wireless adapter. Even then you only get a silver account, to get a gold account and actually play online with others you have to pay a yearly fee. There’s a workaround for people who don’t want to pay for the adapter, but with all the focus placed on Live and its features, people shouldn’t have to want a workaround.</p>
<p><a title="PopMatters - The Contradictory Support for Online Gaming" href="http://www.popmatters.com/pm/post/110214-the-contradicting-support-for-online-gaming/" target="_self">Read the rest at PopMatters.</a></p>
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		<media:content url="http://0.gravatar.com/avatar/af473ec3b8d9dbe028142eacc9360248?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Nick Dinicola</media:title>
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		<item>
		<title>Parody Games and the Changing Face of Collectibles</title>
		<link>http://playingwithart.wordpress.com/2009/08/14/parody-games-and-the-changing-face-of-collectibles/</link>
		<comments>http://playingwithart.wordpress.com/2009/08/14/parody-games-and-the-changing-face-of-collectibles/#comments</comments>
		<pubDate>Sat, 15 Aug 2009 05:42:22 +0000</pubDate>
		<dc:creator>Nick Dinicola</dc:creator>
				<category><![CDATA[Game Analysis]]></category>
		<category><![CDATA[Achievement Unlocked]]></category>
		<category><![CDATA[Upgrade Complete]]></category>

		<guid isPermaLink="false">http://playingwithart.wordpress.com/?p=509</guid>
		<description><![CDATA[Parodies by their very nature give us a different perspective on things. Whether it be a plot, genre, or game mechanic, we see a different side of things when they’re viewed through the lens of humor. There are two recent flash games in particular that, while making fun of popular game mechanics, give us a [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=playingwithart.wordpress.com&amp;blog=5056968&amp;post=509&amp;subd=playingwithart&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Parodies by their very nature give us a different perspective on things. Whether it be a plot, genre, or game mechanic, we see a different side of things when they’re viewed through the lens of humor. There are two recent flash games in particular that, while making fun of popular game mechanics, give us a unique look at the roots of those mechanics and why they’re so popular.</p>
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<div><img class="alignleft size-medium wp-image-516" title="Upgrade Complete" src="http://playingwithart.files.wordpress.com/2009/08/upgrade-complete.jpg?w=224&#038;h=300" alt="Upgrade Complete" width="224" height="300" /></div>
</div>
<p><em><a href="http://armorgames.com/play/3955/upgrade-complete">Upgrade Complete</a></em> is a game that makes you upgrade everything. To begin the game, we have to buy a shop menu screen, but since we don’t have any money in the beginning we have to accept a loan from the developer. Then we have to buy the preloader to actually load the game and menu buttons to actually play it. The game itself is a 2-D top-down flying shooter. We can buy missiles and lasers and guns (all upgradeable of course) to help against the waves of enemies, or we can use the money we earn to buy and upgrade a logo, copyright info, the graphics, or a game over screen.</p>
<p><em><a href="http://http//armorgames.com/play/2893/achievement-unlocked">Achievement Unlocked</a></em> is game that’s all about unlocking achievements. The game itself is mostly a platformer: there’s a single screen filled with blocks, jump pads, and spikes, all traditionally found in some form or another in platformers. But <em>Achievement Unlocked</em> is really more of a puzzle game, since our only goal is to figure out how to get all 99 achievements. It begins easily enough, giving us achievements for preloading the game, watching the sponsor screen, and pretty much rewarding every other simple action we could make: moving left, moving right, jumping, dying, etc. Everything nets us an achievement; we’re even given infinite lives so the game doesn’t end until we either give up or get every achievement.</p>
<p><a title="PopMatters - Parody Games and the Changing Face of Collectibles" href="http://www.popmatters.com/pm/post/109844-parody-games-and-the-changing-face-of-collectibles/" target="_self">Read the rest at PopMatters.</a></p>
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		<media:content url="http://0.gravatar.com/avatar/af473ec3b8d9dbe028142eacc9360248?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Nick Dinicola</media:title>
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			<media:title type="html">Upgrade Complete</media:title>
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		<title>Your Virtual Physical Self</title>
		<link>http://playingwithart.wordpress.com/2009/08/07/your-virtual-physical-self/</link>
		<comments>http://playingwithart.wordpress.com/2009/08/07/your-virtual-physical-self/#comments</comments>
		<pubDate>Sat, 08 Aug 2009 04:39:21 +0000</pubDate>
		<dc:creator>Nick Dinicola</dc:creator>
				<category><![CDATA[Game Analysis]]></category>
		<category><![CDATA[Far Cry 2]]></category>
		<category><![CDATA[The Chronicles of Riddick]]></category>

		<guid isPermaLink="false">http://playingwithart.wordpress.com/?p=507</guid>
		<description><![CDATA[“Physicality” has become a buzzword in the gaming industry, used as a shorthand expression for anything that gives the player a sense of their avatar’s physical self. The intro to Call of Duty 4 is a good example: The character is shoved into a car, driven around, then dragged to a stage and executed. As [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=playingwithart.wordpress.com&amp;blog=5056968&amp;post=507&amp;subd=playingwithart&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>“Physicality” has become a buzzword in the gaming industry, used as a shorthand expression for anything that gives the player a sense of their avatar’s physical self. The intro to <em>Call of Duty 4</em> is a good example: The character is shoved into a car, driven around, then dragged to a stage and executed. As he’s thrown around, the camera is also thrown around, so not only do we see what the character sees but we experience the same distortion he does. But watching this intro now, one gets a vague sense that something is missing: Limb movement, but specifically arm movement. Other games have embraced this new approach, putting an emphasis on the character’s limbs. While the idea of seeing our legs in a first-person shooter isn’t new, the way some games let us interact with our environment through our arms is new.</p>
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<div><img class="alignright size-medium wp-image-519" title="Far Cry 2 - Dislocated Finger" src="http://playingwithart.files.wordpress.com/2009/08/far-cry-2-dislocated-finger.jpg?w=300&#038;h=187" alt="Far Cry 2 - Dislocated Finger" width="300" height="187" /></div>
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<p><em>Far Cry 2</em> has an interesting approach because of what it doesn’t do. It doesn’t show your character’s legs. Despite this omission, the game is praised for its immersiveness and how well it portrays a sense of physical self. This praise is entirely due to the game’s unique healing animations. Our character will stab himself in the arm with a syrette, snap a dislocated finger back into place, burn a wound shut with a flare, and the list goes on. The important takeaway here is that we heal ourselves by interacting with our body, and most of those interactions focus on our arms. Because of the unique and memorable nature of these animations, we think of them when we think of the game, not the lack of the character’s legs. Most players probably won’t even realize they don’t have legs over the course of the game because there are few reasons for us to look down. When we do have to look down to pick up an object, the character’s hand reaches out and grabs that object instead of magically picking it up by walking over it. Our body, our arm, interacts with the environment, attracting our attention away from the fact that even though we’re staring straight down we don’t see any legs.</p>
<p><a title="PopMatters -  Your Virtual Physical Self" href="http://www.popmatters.com/pm/post/109513-your-virtual-physical-self/" target="_self">Read the rest at PopMatters.</a></p>
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		<media:content url="http://0.gravatar.com/avatar/af473ec3b8d9dbe028142eacc9360248?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Nick Dinicola</media:title>
		</media:content>

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			<media:title type="html">Far Cry 2 - Dislocated Finger</media:title>
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		<title>Homelessness in The Sims 3</title>
		<link>http://playingwithart.wordpress.com/2009/07/31/homelessness-in-the-sims-3/</link>
		<comments>http://playingwithart.wordpress.com/2009/07/31/homelessness-in-the-sims-3/#comments</comments>
		<pubDate>Sat, 01 Aug 2009 06:14:21 +0000</pubDate>
		<dc:creator>Nick Dinicola</dc:creator>
				<category><![CDATA[Game Analysis]]></category>
		<category><![CDATA[Alice and Kev]]></category>
		<category><![CDATA[The Sims 3]]></category>

		<guid isPermaLink="false">http://playingwithart.wordpress.com/?p=504</guid>
		<description><![CDATA[The Sims 3, like all the Sim games and really anything by Will Wright, is a playground in which we can make our own stories. Sometimes we try to keep thing realistic, but the potential for insanity is never far away. The Sims has always been a great source for over-the-top melodrama befitting the worst [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=playingwithart.wordpress.com&amp;blog=5056968&amp;post=504&amp;subd=playingwithart&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><em>The Sims 3</em>, like all the Sim games and really anything by Will Wright, is a playground in which we can make our own stories. Sometimes we try to keep thing realistic, but the potential for insanity is never far away. <em>The Sims</em> has always been a great source for over-the-top melodrama befitting the worst daytime soap, but it’s also a source of far more serious stories.</p>
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<div><img class="alignright size-medium wp-image-521" title="Alice and Kev - Fighting" src="http://playingwithart.files.wordpress.com/2009/07/alice-and-kev-fighting.jpg?w=300&#038;h=287" alt="Alice and Kev - Fighting" width="300" height="287" /></div>
</div>
<p>One that stands out is the blog “<a href="http://aliceandkev.wordpress.com/">Alice and Kev</a>.” Alice and Kev are homeless Sims. Kev is described as “…mean-spirited, quick to anger, and inappropriate. He also dislikes children, and he’s insane. He’s basically the worst Dad in the world.” His daughter Alice “…has a kind heart, but suffers from clumsiness and low self-esteem.” Each blog post is a snapshot of their daily lives, and while some are humorous, there’s an undercurrent of sadness running through the entire blog. Reading about the hardships Alice faces while trying to go to school and dealing with a father who hates her is frighteningly realistic, and seeing the joy she gets out of simple things like a good meal and a bed are both heartwarming and heartbreaking. Kev provides some comic relief with his haphazard attempts at love, but it’s also hard not to feel sorry for him when his attempts constantly fail, and the drama returns when he comes back “home” and takes his anger out on Alice. It’s a captivating story in its own right, but this premise has been done before with <em>The Sims 2</em> and can be reproduced by anyone who has the game, what really makes “Alice and Kev” unique is its presentation.</p>
<p><a title="PopMatters -  Homelessness in The Sims 3" href="http://www.popmatters.com/pm/post/109168-homelessness-in-the-sims-3/">Read the rest at PopMatters.</a></p>
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			<media:title type="html">Nick Dinicola</media:title>
		</media:content>

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			<media:title type="html">Alice and Kev - Fighting</media:title>
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		<title>Permanent Death in Far Cry 2</title>
		<link>http://playingwithart.wordpress.com/2009/07/24/permanent-death-in-far-cry-2/</link>
		<comments>http://playingwithart.wordpress.com/2009/07/24/permanent-death-in-far-cry-2/#comments</comments>
		<pubDate>Sat, 25 Jul 2009 06:29:28 +0000</pubDate>
		<dc:creator>Nick Dinicola</dc:creator>
				<category><![CDATA[Game Analysis]]></category>
		<category><![CDATA[Far Cry 2]]></category>
		<category><![CDATA[SLRC]]></category>

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		<description><![CDATA[“…meaning does not come from playing a game… it comes from playing WITH a game. It is the manipulation not only of the actors in the game that is meaningful, but the manipulation of the game itself.” -Clint Hocking Ben Abraham over at SLRC started an experiment with Far Cry 2 that has since been [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=playingwithart.wordpress.com&amp;blog=5056968&amp;post=499&amp;subd=playingwithart&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>“…meaning does not come from playing a game… it comes from playing WITH a game. It is the manipulation not only of the actors in the game that is meaningful, but the manipulation of the game itself.”<br />
-Clint Hocking</p>
<p>Ben Abraham over at SLRC started an <a href="http://drgamelove.blogspot.com/2009/06/permanent-death-episode-1-inasupicious.html">experiment</a> with <em>Far Cry 2</em> that has since been picked up and repeated by <a href="http://bigapple3am.com/2009/06/permanent-death---far-cry-2-part-1.html">other</a> <a href="http://www.above49.ca/2009/06/far-cry-2-on-permanent-death-bandwagon.html">bloggers</a>.</p>
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<div>The experiment:</div>
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<p>Play <em>Far Cry 2</em> on normal difficulty and stop when you die. You only have one life. Death is permanent.</p>
<p>Ben’s posts, and those by others who have taken up the experiment, read like a normal game of <em>Far Cry 2</em>. The introduction and the tutorial always play out the same, and while everyone’s first mission is different, what happens to them isn’t all that different than what happened to me when I played the game: They get in a shootout and kill a lot of people. That’s essentially every mission in <em>Far Cry 2</em>. So what makes this experiment so interesting? Why am I compelled to read each post, and why are others compelled to take up the challenge of Permanent Death?</p>
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<div><img class="alignright" src="http://www.popmatters.com/images/blog_art/f/far_cry_2_-_broken_finger.jpg" alt="" width="300" height="187" /></div>
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<p>Clint Hocking, in <a href="http://clicknothing.typepad.com/click_nothing/2009/07/live-and-let-die.html">his post</a> about the experiment, suggests that people don’t actually care about the individual narratives being related to them, they don’t really care what happens to Ben Abraham or his avatar, they care about what <em>can</em> happen. “The reason I think people are paying attention is because Ben is playing with the game. He is manipulating the game itself…It is not the combination of Far Cry 2 + authored narrative irreversibility that is making the permadeath experiment meaningful to Ben and to others, it is the fact that he is able to manipulate the game to create this experiment that is bringing meaning.”</p>
<p>The result of the experiment is a new experience, one similar to what it would be otherwise, but given a deeper meaning due to the player’s own conscious manipulation of the game. By adding his own rules to the game, Ben ceases to be just a player. He’s now a director of his experience in addition to being an actor in it, and yet he’s still subservient to the whims of the emergent gameplay. His role as player is changed, but he’s still very much a player. He is, as Clint Hocking said, not just playing the game but playing <em>with</em> the gam<a title="PopMatters -  Permanent Death in Far Cry 2" href="http://www.popmatters.com/pm/post/108775-permanent-death-in-far-cry-2/">e.</a></p>
<p><a title="PopMatters -  Permanent Death in Far Cry 2" href="http://www.popmatters.com/pm/post/108775-permanent-death-in-far-cry-2/">Read the rest at PopMatters.</a></p>
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			<media:title type="html">Nick Dinicola</media:title>
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		<title>The Future of Gaming is…Adventure Games?</title>
		<link>http://playingwithart.wordpress.com/2009/07/17/the-future-of-gaming-is%e2%80%a6adventure-games/</link>
		<comments>http://playingwithart.wordpress.com/2009/07/17/the-future-of-gaming-is%e2%80%a6adventure-games/#comments</comments>
		<pubDate>Sat, 18 Jul 2009 05:10:41 +0000</pubDate>
		<dc:creator>Nick Dinicola</dc:creator>
				<category><![CDATA[Game Analysis]]></category>
		<category><![CDATA[Broken Sword: Shadow of the Templars]]></category>
		<category><![CDATA[Indiana Jones and the Fate of Atlantis]]></category>

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		<description><![CDATA[I started my gaming with the Playstation and Nintendo 64, so I completely missed the “golden age” of adventure games. I have a few memories of laughing at Sam and Max Hit the Road, and I vaguely remember enjoying one of the King’s Quest games, but that’s about it. Until recently. I was happy to [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=playingwithart.wordpress.com&amp;blog=5056968&amp;post=496&amp;subd=playingwithart&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I started my gaming with the Playstation and Nintendo 64, so I completely missed the “golden age” of adventure games. I have a few memories of laughing at <em>Sam and Max Hit the Road</em>, and I vaguely remember enjoying one of the <em>King’s Quest</em> games, but that’s about it. Until recently. I was happy to find <em>Indiana Jones and the Fate of Atlantis</em> as an unlockable bonus in the newest Indy game, and I bought the updated Broken Sword: Shadow of the Templars after hearing such good things about. After playing both, I am now unabashedly in love with the genre. As I look back at my time with both games, I realized that these old games represent the eventual result of certain modern trends in gaming.</p>
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<div><img class="aligncenter" src="http://www.popmatters.com/images/blog_art/b/broken_sword_-_priest.jpg" alt="" width="450" height="281" /></div>
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<p><strong>A Focus on Memorable Stories and Characters</strong><br />
As games have become more cinematic, more emphasis has been placed on story and characters. Every game wants to tell a good story now, and often the story for a AAA game is hyped up just as much as the graphics or controls. This focus on story and characters is a staple of all the old adventure games. <em>Indiana Jones and the Fate of Atlantis</em> is remembered because it captures the fun peril of the movies, and many titles from LucasArts are loved for their humor and characters.</p>
<p><em>Broken Sword: Shadow of the Templars</em> is no exception. Some of the most memorable moments come from interacting with other characters. From the snooty sounding British woman who’s only too willing to stick it to “The Man,” to the Middle Eastern boy whose wealth of knowledge comes from memorizing Trivial Pursuit cards, to the American tourist who thinks he’s a spy, everyone we can talk to has a distinct personality. These are not nameless townsfolk who only have a couple sentences worth of dialogue; we can carry on a full and unique conversation with each person we come across. As for the story, it starts off as a murder mystery and slowly grows into a global conspiracy. The ever-growing scope means there are always new twists being introduced, and the mystery plot, with its focus on discovering leads and solving puzzles, makes for an addicting game. Which leads into my next point.</p>
<p><a title="PopMatters -  The Future of Gaming is…Adventure Games?" href="http://www.popmatters.com/pm/post/108361-the-future-of-gaming-is...adventure-games/" target="_self">Read the rest at PopMatters.</a></p>
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			<media:title type="html">Nick Dinicola</media:title>
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		<title>Going HUDless for Immersion</title>
		<link>http://playingwithart.wordpress.com/2009/07/07/going-hudless-for-immersion/</link>
		<comments>http://playingwithart.wordpress.com/2009/07/07/going-hudless-for-immersion/#comments</comments>
		<pubDate>Wed, 08 Jul 2009 06:19:09 +0000</pubDate>
		<dc:creator>Nick Dinicola</dc:creator>
				<category><![CDATA[Game Analysis]]></category>
		<category><![CDATA[Dead Space]]></category>
		<category><![CDATA[HUD]]></category>
		<category><![CDATA[Mirror's Edge]]></category>
		<category><![CDATA[Uncharted]]></category>

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		<description><![CDATA[The traditional heads-up display is more and more being treated as an unwanted intrusion on the gameplay experience. Players need the information displayed, but the HUD can sometimes be distracting. Many developers try to do away with it, hoping that will make their game more immersive, and different games take different routes with different results. [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=playingwithart.wordpress.com&amp;blog=5056968&amp;post=494&amp;subd=playingwithart&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The traditional heads-up display is more and more being treated as an unwanted intrusion on the gameplay experience. Players need the information displayed, but the HUD can sometimes be distracting. Many developers try to do away with it, hoping that will make their game more immersive, and different games take different routes with different results.</p>
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<div><img class="alignright" src="http://www.popmatters.com/images/blog_art/u/uncharted_-_hud.jpg" alt="" width="350" height="202" /></div>
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<p><em>Far Cry 2</em> and <em>Uncharted: Drakes’s Fortune</em> have traditional HUDs, but try to hide them as much as possible. In both games the HUD only appears in certain situations, and then fades out of sight when it’s not needed. <em>Far Cry 2</em> shows the typical health and ammo, but the health meter only shows up when the player is hurt or uses a syrette to heal, while the ammo only appears when a gun is running low and must be reloaded soon. <em>Uncharted</em> takes things a step further by removing any health meter, instead the bright colors of the forest fade each time Drake is hurt until the screen is black and white, and then the color returns as his health automatically regenerates. The ammo appears whenever the player shoots.</p>
<p>Fading a HUD into and out of view depending on the situation is a fitting compromise for these two games. A HUD, no matter how small it is, attracts the eye, so by removing it until it’s necessary the player is more likely to notice the details in the environments. Since both games have impressive environments, it’s only natural that the player be encouraged as much as possible to admire it, and not spend the game looking at a mini map, health meter, or ammo counter. But this technique doesn’t solve the problem of immersion. The character can’t see the information in the HUD so there’s a clear disconnect between us and them. We can see things they can’t. Even if the information in the HUD is limited to only things the character would know, presenting it in a floating, immovable menu still creates that disconnect.</p>
<p><a title="PopMatters -  Going HUDless for Immersion" href="http://www.popmatters.com/pm/post/107913-going-hudless-for-immersion/" target="_self">Read the rest at PopMatters</a>.</p>
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			<media:title type="html">Nick Dinicola</media:title>
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		<title>Choosing The Experience Over The Challenge</title>
		<link>http://playingwithart.wordpress.com/2009/07/03/choosing-the-experience-over-the-challenge/</link>
		<comments>http://playingwithart.wordpress.com/2009/07/03/choosing-the-experience-over-the-challenge/#comments</comments>
		<pubDate>Sat, 04 Jul 2009 04:17:22 +0000</pubDate>
		<dc:creator>Nick Dinicola</dc:creator>
				<category><![CDATA[Game Analysis]]></category>
		<category><![CDATA[Opinion Piece]]></category>
		<category><![CDATA[Demo Play]]></category>
		<category><![CDATA[EndWar]]></category>
		<category><![CDATA[Insult Swordfighting]]></category>
		<category><![CDATA[New Super Mario Bros. Wii]]></category>
		<category><![CDATA[Red Faction: Guerrilla]]></category>

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		<description><![CDATA[When starting a new game in Tom Clancy’s EndWar, the player is faced with three options for difficulty: Normal, Expert, and Hardcore. When I saw the choices for the first time I immediately choose Expert because I had been conditioned by numerous games over several years to know that the middle option was always the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=playingwithart.wordpress.com&amp;blog=5056968&amp;post=483&amp;subd=playingwithart&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft size-medium wp-image-486" title="EndWar - Campaign" src="http://playingwithart.files.wordpress.com/2009/07/endwar-campaign1.jpg?w=300&#038;h=168" alt="EndWar - Campaign" width="300" height="168" />When starting a new game in <em>Tom Clancy’s EndWar</em>, the player is faced with three options for difficulty: Normal, Expert, and Hardcore. When I saw the choices for the first time I immediately choose Expert because I had been conditioned by numerous games over several years to know that the middle option was always the medium difficulty. Sure it was labeled “Expert” but I knew it was just a label. Before getting into the game proper, the player is encouraged to play through the Prologue, what is essentially a series of tutorials familiarizing the player with the various mission types. I did, and I could not beat the third mission. I lost so fast, so many times that I turned off the game in frustration and didn’t touch it for a month. When I finally went back to it, I started a new game on Normal. I beat the Prologue, I won World War III, and I had a blast doing so. As someone who usually never plays a game on the lowest difficulty setting, it was easy for me to rationalize the switch because the setting was labeled Normal. This was the setting the game was meant to be played on, right? Be that as it may, there’s no denying that I had to switch to lowest difficulty setting in order to get past the third tutorial mission. But I don’t really mind anymore, because I loved conquering Europe and Russia and I’d gladly choose that experience again any day.</p>
<p><a title="PopMatters -  Choosing The Experience Over The Challenge" href="http://www.popmatters.com/pm/post/107599-choosing-the-experience-over-the-challenge/" target="_self">Read the rest at PopMatters.</a></p>
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			<media:title type="html">Nick Dinicola</media:title>
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			<media:title type="html">EndWar - Campaign</media:title>
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		<title>Consequence Without Morality</title>
		<link>http://playingwithart.wordpress.com/2009/06/26/consequence-without-morality/</link>
		<comments>http://playingwithart.wordpress.com/2009/06/26/consequence-without-morality/#comments</comments>
		<pubDate>Sat, 27 Jun 2009 03:23:50 +0000</pubDate>
		<dc:creator>Nick Dinicola</dc:creator>
				<category><![CDATA[Game Analysis]]></category>
		<category><![CDATA[consequence in games]]></category>
		<category><![CDATA[Indigo Prophecy]]></category>
		<category><![CDATA[karma systems]]></category>

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		<description><![CDATA[The opening scene in Indigo Prophecy is one of the most memorable moments in gaming for anyone that’s played it. The main character, Lucas, goes into a trance and kills a man in the bathroom of a small restaurant. Play it once and it seems fairly unremarkable, but on a second try, when the player [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=playingwithart.wordpress.com&amp;blog=5056968&amp;post=464&amp;subd=playingwithart&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" title="Indigo Prophecy" src="http://www.blogcdn.com/www.joystiq.com/media/2006/06/indigo-prophecy-box-art.jpg" alt="" width="225" height="229" />The opening scene in <em>Indigo Prophecy</em> is one of the most memorable moments in gaming for anyone that’s played it. The main character, Lucas, goes into a trance and kills a man in the bathroom of a small restaurant. Play it once and it seems fairly unremarkable, but on a second try, when the player realizes the wealth of options available, it’s impossible not to feel a sense of wonder. But the real accomplishment of this scene is that all these choices are presented to the player without any moral implications.</p>
<p><a title="PopMatters - Consequence Without Morality" href="http://www.popmatters.com/pm/post/107311-consequence-without-morality/#articleComments" target="_blank">Read the rest at PopMatters.</a></p>
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			<media:title type="html">Nick Dinicola</media:title>
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			<media:title type="html">Indigo Prophecy</media:title>
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		<title>Developing Characters in Valkyria Chronicles</title>
		<link>http://playingwithart.wordpress.com/2009/06/19/developing-characters-in-valkyria-chronicles/</link>
		<comments>http://playingwithart.wordpress.com/2009/06/19/developing-characters-in-valkyria-chronicles/#comments</comments>
		<pubDate>Sat, 20 Jun 2009 05:37:29 +0000</pubDate>
		<dc:creator>Nick Dinicola</dc:creator>
				<category><![CDATA[Game Analysis]]></category>
		<category><![CDATA[Valkyria Chronicles]]></category>

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		<description><![CDATA[Valkyria Chronicles is a unique game within the genre of turn-based strategy games. It’s a mix of that classic slow paced strategy with the fast action of a third-person shooter. But the most unique feature of the game is its surprisingly well defined supporting cast. Since these characters are not part of the main story, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=playingwithart.wordpress.com&amp;blog=5056968&amp;post=480&amp;subd=playingwithart&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><em><img class="alignleft size-medium wp-image-488" title="Valkyria Chronicles - Supporting Characters" src="http://playingwithart.files.wordpress.com/2009/06/valkyria-chronicles-supporting-characters.jpg?w=383&#038;h=214" alt="Valkyria Chronicles - Supporting Characters" width="383" height="214" />Valkyria Chronicles</em> is a unique game within the genre of turn-based strategy games. It’s a mix of that classic slow paced strategy with the fast action of a third-person shooter. But the most unique feature of the game is its surprisingly well defined supporting cast. Since these characters are not part of the main story, their development must be done outside the narrative of the game. <em>Valkyria Chronicles</em> manages this with a system of menus, descriptive traits, and the <a title="PopMatters - Developing Characters in Valkyria Chronicles" href="http://www.popmatters.com/pm/post/102215-developing-characters-in-valkyria-chronicles/" target="_self">slow reveal of each character’s past. </a></p>
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			<media:title type="html">Nick Dinicola</media:title>
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		<media:content url="http://playingwithart.files.wordpress.com/2009/06/valkyria-chronicles-supporting-characters.jpg?w=300" medium="image">
			<media:title type="html">Valkyria Chronicles - Supporting Characters</media:title>
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