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	<title>Balthazar Auger &#187; game design</title>
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	<link>http://www.bauger.net</link>
	<description>Work on Play, Play at Work</description>
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		<title>Ruby Tuesday</title>
		<link>http://www.bauger.net/2010/03/ruby-tuesday/</link>
		<comments>http://www.bauger.net/2010/03/ruby-tuesday/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 08:27:59 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[Indie]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=351</guid>
		<description><![CDATA[Hello, and welcome to the first day of GDC feedback extravaganza!
The morning was kicked off very indie-ly as I attended the opening of the IGS where Ron Carmel explained a little further what the Indie Fund was about and how it came to be. The talk in itself was interesting, although it remains to see [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2010/03/ruby-tuesday/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>&#8220;Borrowing&#8221; vocabulary: Diegesis</title>
		<link>http://www.bauger.net/2009/02/borrowing-vocabulary-diegesis/</link>
		<comments>http://www.bauger.net/2009/02/borrowing-vocabulary-diegesis/#comments</comments>
		<pubDate>Thu, 05 Feb 2009 00:23:43 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Casablanca]]></category>
		<category><![CDATA[diegesis]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[mario 64]]></category>
		<category><![CDATA[mimesis]]></category>
		<category><![CDATA[narration]]></category>
		<category><![CDATA[vocabulary]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=248</guid>
		<description><![CDATA[While working on games, I&#8217;ve come to notice how often the games industry borrows vocabulary to other media; mainly from movies and literature due to their shared strong narrative component.
I was thinking about game interfaces and HUDs and I remembered a word I had heard associated to film music. The example was a scene from [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2009/02/borrowing-vocabulary-diegesis/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Gamel categories</title>
		<link>http://www.bauger.net/2008/10/gamel-categories/</link>
		<comments>http://www.bauger.net/2008/10/gamel-categories/#comments</comments>
		<pubDate>Thu, 16 Oct 2008 14:34:55 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game theory]]></category>
		<category><![CDATA[gamels]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=93</guid>
		<description><![CDATA[Author&#8217;s note: I&#8217;m attempting to develop a method for game analysis around irreducible game elements (gamels). This and all the other articles are a sort of log of my thought process, and are not definitive truths. Please feel free to react or comment in any way.
I had previously stated that a game element could be [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2008/10/gamel-categories/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Abstract gamels, AKA &#8220;rules&#8221;</title>
		<link>http://www.bauger.net/2008/08/abstract-gamels/</link>
		<comments>http://www.bauger.net/2008/08/abstract-gamels/#comments</comments>
		<pubDate>Sat, 16 Aug 2008 01:35:22 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game elements]]></category>
		<category><![CDATA[game rules]]></category>
		<category><![CDATA[gamels]]></category>
		<category><![CDATA[input]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://www.bauger.net/?p=67</guid>
		<description><![CDATA[Author&#8217;s note: I&#8217;m attempting to develop a method for game analysis around irreducible game elements (gamels). This and all the other articles are a sort of log of my thought process, and are not definitive truths. Please feel free to react or comment in any way.
I&#8217;ve been thinking a lot about the nature of game [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2008/08/abstract-gamels/feed/</wfw:commentRss>
		<slash:comments>0</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>
		<wfw:commentRss>http://www.bauger.net/2008/06/potentialgames/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Insult Swordfighting: Books that should be made into games</title>
		<link>http://www.bauger.net/2008/02/insult-swordfighting-books-that-should-be-made-into-games/</link>
		<comments>http://www.bauger.net/2008/02/insult-swordfighting-books-that-should-be-made-into-games/#comments</comments>
		<pubDate>Sun, 10 Feb 2008 23:19:59 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[literature]]></category>
		<category><![CDATA[Moby Dick]]></category>

		<guid isPermaLink="false">http://www.bauger.net/2008/02/11/insult-swordfighting-books-that-should-be-made-into-games/</guid>
		<description><![CDATA[Insult Swordfighting: Books that should be made into games
I stumbled upon this through Kotaku&#8217;s Maggie Greene. The author, Mitch Krpata kicks things off:
So many games are based on movies and TV shows. Why not games based on books? There are centuries of fantastic literature to draw from, and in most cases the source material is [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2008/02/insult-swordfighting-books-that-should-be-made-into-games/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Episodic games vs episodic gameplay?</title>
		<link>http://www.bauger.net/2008/01/episodic-games-vs-episodic-gameplay/</link>
		<comments>http://www.bauger.net/2008/01/episodic-games-vs-episodic-gameplay/#comments</comments>
		<pubDate>Thu, 31 Jan 2008 00:04:48 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[episodic]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[sam & max]]></category>
		<category><![CDATA[shadow of the colossus]]></category>

		<guid isPermaLink="false">http://www.bauger.net/2008/01/31/episodic-games-vs-episodic-gameplay/</guid>
		<description><![CDATA[I was at the movies the other day (Charlie Wilson&#8217;s war &#8211; excellent film!) with my fellow &#8220;game design student&#8221; friends, and we were so enthralled by the movie&#8217;s quality that we started thinking about ways to translate that kind of experience to games.
We talked about a self contained narrative and systemic &#8220;unit&#8221;, lasting no [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2008/01/episodic-games-vs-episodic-gameplay/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Production Hell, Prototyping Heaven?</title>
		<link>http://www.bauger.net/2007/11/production-hell-prototyping-heaven/</link>
		<comments>http://www.bauger.net/2007/11/production-hell-prototyping-heaven/#comments</comments>
		<pubDate>Sat, 24 Nov 2007 20:49:45 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[To blog a prototype]]></category>
		<category><![CDATA[academic]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[prototype]]></category>

		<guid isPermaLink="false">http://www.bauger.net/2007/11/24/production-hell-prototyping-heaven/</guid>
		<description><![CDATA[Inexperienced people, absent hierarchy, doubtful team constitution, loose working hours, crummy machines, &#8220;almost-original&#8221; software running here and there, and of course, nobody gets paid&#8230; Many would say this is a recipe for disaster if you plan to make a game, or anything else for that matter.
And yet I think you could not craft a better [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2007/11/production-hell-prototyping-heaven/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>SAGE Journals &#8211; Games and Culture papers, for free!</title>
		<link>http://www.bauger.net/2007/11/sage-journals-games-and-culture-papers-for-free/</link>
		<comments>http://www.bauger.net/2007/11/sage-journals-games-and-culture-papers-for-free/#comments</comments>
		<pubDate>Sat, 17 Nov 2007 16:10:14 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[culture]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[papers]]></category>
		<category><![CDATA[SAGE]]></category>

		<guid isPermaLink="false">http://www.bauger.net/2007/11/17/sage-journals-games-and-culture-papers-for-free/</guid>
		<description><![CDATA[Pippa told me that SAGE were offering all of their papers for free until November 30th.
They cover a lot of subjects, but the journal that interested me the most is Games and Culture, a fairly new but already very complete publication.
To download, you need to have an account (those are free too) and a lot [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2007/11/sage-journals-games-and-culture-papers-for-free/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>M.A.Z.E. &#8211; The roughly one month in pre-production update</title>
		<link>http://www.bauger.net/2007/11/maze-the-roughly-one-month-in-pre-production-update/</link>
		<comments>http://www.bauger.net/2007/11/maze-the-roughly-one-month-in-pre-production-update/#comments</comments>
		<pubDate>Wed, 14 Nov 2007 00:53:22 +0000</pubDate>
		<dc:creator>Balthazar</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[To blog a prototype]]></category>
		<category><![CDATA[emagiciens]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[maze]]></category>
		<category><![CDATA[prototype]]></category>

		<guid isPermaLink="false">http://www.bauger.net/2007/11/14/maze-the-roughly-one-month-in-pre-production-update/</guid>
		<description><![CDATA[Ok, so it&#8217;s been more-or-less one month since we started working on the game. What&#8217;s up?
First of all, it&#8217;s nice to see that there has not been any conflicts covert or open, SO FAR. Of course, it would be foolish to hope for peace and love during the whole pre-production period. This is (SPARTAAAA) the [...]]]></description>
		<wfw:commentRss>http://www.bauger.net/2007/11/maze-the-roughly-one-month-in-pre-production-update/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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