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	<title>Balthazar Auger &#187; Potential Games</title>
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	<description>Work on Play, Play at Work</description>
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		<title>Thumb Stadium: Eight Games Using Just Three LEDs</title>
		<link>http://www.bauger.net/2009/06/thumb-stadium-eight-games-using-just-three-leds/</link>
		<comments>http://www.bauger.net/2009/06/thumb-stadium-eight-games-using-just-three-leds/#comments</comments>
		<pubDate>Sun, 21 Jun 2009 16:28:10 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Potential Games]]></category>
		<category><![CDATA[circuit board]]></category>
		<category><![CDATA[led]]></category>
		<category><![CDATA[minimalism]]></category>
		<category><![CDATA[thumbstadium]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=302</guid>
		<description><![CDATA[I&#8217;ve recently spotted on GameSetWatch a note about ThumbStadium, a ultra-minimalist gaming console. With an interface composed only of three leds (green, green/red and red) and two buttons, we&#8217;re far from the &#8220;now-gen&#8221;, and yet this proves once again that you don&#8217;t really need so many bells and whistles to create a fun experience. This [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Constrained game: Z-Rox</title>
		<link>http://www.bauger.net/2008/09/constrained-game-z-rox/</link>
		<comments>http://www.bauger.net/2008/09/constrained-game-z-rox/#comments</comments>
		<pubDate>Tue, 23 Sep 2008 14:37:26 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[Potential Games]]></category>
		<category><![CDATA[1D]]></category>
		<category><![CDATA[constraint]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[line]]></category>
		<category><![CDATA[unidimensional]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=153</guid>
		<description><![CDATA[Z-Rox is a 1-dimensional game. But it is also not a 1-dimensional game. The premise is to guess invisible objects seen through a thin line that scans up or down. I suggest you go play it (it is a good puzzle game, gets your brain going) and then come back for the rest of it. [...]]]></description>
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		<title>Space-constrained DEFENDER</title>
		<link>http://www.bauger.net/2008/07/space-constrained-defender/</link>
		<comments>http://www.bauger.net/2008/07/space-constrained-defender/#comments</comments>
		<pubDate>Wed, 16 Jul 2008 10:50:30 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Potential Games]]></category>
		<category><![CDATA[constraint]]></category>
		<category><![CDATA[defender]]></category>
		<category><![CDATA[eugene jarvis]]></category>
		<category><![CDATA[favicon]]></category>
		<category><![CDATA[space]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=66</guid>
		<description><![CDATA[DEFENDER of the Favicon is a port of the original DEFENDER by Eugene Jarvis. This version, through webdev voodoo, was made to sit in the space reserved for Favicons in browsers: a mere 16&#215;16 pixels! Agreed, this version is much simpler than the original DEFENDER, which could mean that Mr Jarvis had already used his [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Measuring &#8220;choice&#8221; in games</title>
		<link>http://www.bauger.net/2008/07/measuring-choice-in-games/</link>
		<comments>http://www.bauger.net/2008/07/measuring-choice-in-games/#comments</comments>
		<pubDate>Fri, 04 Jul 2008 18:59:07 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Potential Games]]></category>
		<category><![CDATA[choice]]></category>
		<category><![CDATA[chris bateman]]></category>
		<category><![CDATA[constraint]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=62</guid>
		<description><![CDATA[While reading a very interesting post over at Chris Bateman&#8217;s blog about player choice in games, I obviously tried to find a constraint in how much power over the game you give your player, ranging from total (sandbox games) to none (his Guitar Hero example is quite fitting). But then, reading it again, I wasn&#8217;t [...]]]></description>
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		<slash:comments>1</slash:comments>
		</item>
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		<title>Constraint: Controls</title>
		<link>http://www.bauger.net/2008/07/constraint-controls/</link>
		<comments>http://www.bauger.net/2008/07/constraint-controls/#comments</comments>
		<pubDate>Mon, 30 Jun 2008 22:12:57 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Potential Games]]></category>
		<category><![CDATA[constraint]]></category>
		<category><![CDATA[control]]></category>
		<category><![CDATA[homo ludens]]></category>
		<category><![CDATA[input]]></category>
		<category><![CDATA[one button games]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=56</guid>
		<description><![CDATA[I consider control to be the last of the constraint categories based off the physical characteristics of play. Also, it is one of the few &#8220;universal&#8221; constraints I might talk about, as it is applied to any kind of games. I would even go as far as stating that most games are determined by some [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Constraint: Space</title>
		<link>http://www.bauger.net/2008/06/constraint-space/</link>
		<comments>http://www.bauger.net/2008/06/constraint-space/#comments</comments>
		<pubDate>Fri, 13 Jun 2008 16:35:18 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Potential Games]]></category>
		<category><![CDATA[constraint]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[resolution]]></category>
		<category><![CDATA[space]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=53</guid>
		<description><![CDATA[Space is the most logical constraint to consider after time. It is also one of the most obvious constraints I might talk about, due to its widespread use. When I refer to space, I talk about the spatial attribute of the Magic Circle of play. As (the translator of) J. Huizinga put it: All play [...]]]></description>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Time constraint limits</title>
		<link>http://www.bauger.net/2008/06/time-constraint-limits/</link>
		<comments>http://www.bauger.net/2008/06/time-constraint-limits/#comments</comments>
		<pubDate>Sat, 07 Jun 2008 17:23:12 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Potential Games]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[time]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=45</guid>
		<description><![CDATA[What is the minimal time in which you can create a game? I&#8217;ve postulated before that the total time spent on the production of a game can either be divided in having the idea and building the objects to communicate that idea with. Lets look into those two amounts of time. Of course it is [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Constraint: Time of production</title>
		<link>http://www.bauger.net/2008/06/constraint-time-of-production/</link>
		<comments>http://www.bauger.net/2008/06/constraint-time-of-production/#comments</comments>
		<pubDate>Thu, 05 Jun 2008 23:37:48 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Potential Games]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[ideas]]></category>
		<category><![CDATA[objects]]></category>
		<category><![CDATA[time]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=44</guid>
		<description><![CDATA[Time has long been thought as a negative constraint to game development. Huge, multi-million dollar productions sometimes last for 3+ years and still manage to feel incomplete at the end, sometimes even requiring a patch to run properly. The general assumption is that more time and more money will forcibly yield a better game. However, [...]]]></description>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Potential Games</title>
		<link>http://www.bauger.net/2008/06/potentialgames/</link>
		<comments>http://www.bauger.net/2008/06/potentialgames/#comments</comments>
		<pubDate>Tue, 03 Jun 2008 21:27:33 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Potential Games]]></category>
		<category><![CDATA[constraint]]></category>
		<category><![CDATA[experimental gameplay]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[oulipo]]></category>

		<guid isPermaLink="false">http://www.bauger.net/2008/06/03/43/</guid>
		<description><![CDATA[What is a game? What is a game made of?Is it built from the bottom-up? Top-down? Can it be without characters, levels, points? Does it need a story? Can it be boring, or make us cry? Does it need to have X or W, Y or Z?There have been many different approaches to answering this [...]]]></description>
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		<slash:comments>0</slash:comments>
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