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	<title>Balthazar Auger &#187; constraint</title>
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	<description>Work on Play, Play at Work</description>
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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.

Upon further [...]]]></description>
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		<slash:comments>0</slash:comments>
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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 available [...]]]></description>
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		<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 so [...]]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<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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		<title>Spatial constraint: gamma 256</title>
		<link>http://www.bauger.net/2008/06/spatial-constraint-gamma-256-2/</link>
		<comments>http://www.bauger.net/2008/06/spatial-constraint-gamma-256-2/#comments</comments>
		<pubDate>Wed, 18 Jun 2008 18:48:31 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[constraint]]></category>
		<category><![CDATA[gamma 256]]></category>
		<category><![CDATA[independent games]]></category>
		<category><![CDATA[resolution]]></category>
		<category><![CDATA[space]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=55</guid>
		<description><![CDATA[The gamma 256 contest was held by the Montreal-based Kokoromi collective in november 2007.
The requirements for entering the event were to submit a playable video game whose resolution had to be equal to or less than 256&#215;256 pixels. The event received many brilliant submissions, amongst which were indie hits Passage, Bloody Zombies and Mr Heart [...]]]></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 moves and [...]]]></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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