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	<title>Comments for GSG</title>
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		<title>Comment on A lot of something out of nothing by PSN Games</title>
		<link>http://graduateschoolgamer.wordpress.com/2009/02/23/a-lot-of-something-out-of-nothing/#comment-128</link>
		<dc:creator>PSN Games</dc:creator>
		<pubDate>Thu, 06 Aug 2009 13:07:46 +0000</pubDate>
		<guid isPermaLink="false">http://graduateschoolgamer.wordpress.com/?p=342#comment-128</guid>
		<description>I think I will do more research on this game.  I will at the least give it a look.  Great write up.</description>
		<content:encoded><![CDATA[<p>I think I will do more research on this game.  I will at the least give it a look.  Great write up.</p>
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		<title>Comment on Negative egress, capability by Commerce, Contracts, &#38; Coders &#171; GSG</title>
		<link>http://graduateschoolgamer.wordpress.com/2009/01/08/negative-egress-capability/#comment-121</link>
		<dc:creator>Commerce, Contracts, &#38; Coders &#171; GSG</dc:creator>
		<pubDate>Fri, 10 Apr 2009 06:35:33 +0000</pubDate>
		<guid isPermaLink="false">http://graduateschoolgamer.wordpress.com/?p=224#comment-121</guid>
		<description>[...] My purpose of this post is to offer some sort of reading on how we see the direction of the videogame industry evolving and how we can justify approaching the medium in more culturally relevant manner concerning the production of the work itself rather than merely focusing on the reaction of the player and the product. And post as an effort to also comment on the interesting relationship of the industry, its developers, the critics, and the gamers. Where new media continues to emphasize the importance of convergence culture, consumer relationships, and transparency it is important to note how videogames as a medium contains the foundation for a more intimate relationship between corporation and individual similar to artist and admirer. The most inaccessable intellectual in videogames.Note: You may have noticed the Monkey Island skull in the graphical header of this posting. In an attempt to integrate more theoretical texts into this blog, I have branded this entry as an MCR (Motley Crew Reader). The rag tag “crew” will be the theorists and philosophers I intend to further read and integrate into an unofficial series of blog posts. It also refers to you dear readers and bloggers and I feel we are all in this boat together discussing interactive media and the new horizons in videogames. This article will be tagged under MCR as well as my post discussing Henry Jenkin’s theory on negative capability. [...]</description>
		<content:encoded><![CDATA[<p>[...] My purpose of this post is to offer some sort of reading on how we see the direction of the videogame industry evolving and how we can justify approaching the medium in more culturally relevant manner concerning the production of the work itself rather than merely focusing on the reaction of the player and the product. And post as an effort to also comment on the interesting relationship of the industry, its developers, the critics, and the gamers. Where new media continues to emphasize the importance of convergence culture, consumer relationships, and transparency it is important to note how videogames as a medium contains the foundation for a more intimate relationship between corporation and individual similar to artist and admirer. The most inaccessable intellectual in videogames.Note: You may have noticed the Monkey Island skull in the graphical header of this posting. In an attempt to integrate more theoretical texts into this blog, I have branded this entry as an MCR (Motley Crew Reader). The rag tag “crew” will be the theorists and philosophers I intend to further read and integrate into an unofficial series of blog posts. It also refers to you dear readers and bloggers and I feel we are all in this boat together discussing interactive media and the new horizons in videogames. This article will be tagged under MCR as well as my post discussing Henry Jenkin’s theory on negative capability. [...]</p>
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		<title>Comment on Why graphics still matter by L.B. Jeffries</title>
		<link>http://graduateschoolgamer.wordpress.com/2009/03/21/why-graphics-still-matter/#comment-120</link>
		<dc:creator>L.B. Jeffries</dc:creator>
		<pubDate>Mon, 30 Mar 2009 18:34:13 +0000</pubDate>
		<guid isPermaLink="false">http://graduateschoolgamer.wordpress.com/?p=427#comment-120</guid>
		<description>This reality hit me like a brick wall when I started playing Ocarina of Time a few days ago. Part of the issue with older graphics isn&#039;t just aesthetics, it took me a while to remember how to read the clunky displays and blocky setups. Spotting holes, switches, and puzzle solutions all still depend on the player being able to interpret the data.

The better the graphics, the more people who can read it without needing that kind of background knowledge.</description>
		<content:encoded><![CDATA[<p>This reality hit me like a brick wall when I started playing Ocarina of Time a few days ago. Part of the issue with older graphics isn&#8217;t just aesthetics, it took me a while to remember how to read the clunky displays and blocky setups. Spotting holes, switches, and puzzle solutions all still depend on the player being able to interpret the data.</p>
<p>The better the graphics, the more people who can read it without needing that kind of background knowledge.</p>
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		<title>Comment on Why graphics still matter by Mike</title>
		<link>http://graduateschoolgamer.wordpress.com/2009/03/21/why-graphics-still-matter/#comment-119</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Thu, 26 Mar 2009 16:08:42 +0000</pubDate>
		<guid isPermaLink="false">http://graduateschoolgamer.wordpress.com/?p=427#comment-119</guid>
		<description>If someone were to ask me about my favorite kind of game, I wouldn&#039;t name a genre but would say &quot;anything that creates a fully-realized world and then draws me into it.&quot; Graphics are obviously a big part of that effect. I like your phrase &quot;awe of technology.&quot; That&#039;s what I find myself in when I&#039;m first drawn into a well-conceived virtual world. The look is just the hook, though. Mechanics, art design, personality and story are what keep me there.</description>
		<content:encoded><![CDATA[<p>If someone were to ask me about my favorite kind of game, I wouldn&#8217;t name a genre but would say &#8220;anything that creates a fully-realized world and then draws me into it.&#8221; Graphics are obviously a big part of that effect. I like your phrase &#8220;awe of technology.&#8221; That&#8217;s what I find myself in when I&#8217;m first drawn into a well-conceived virtual world. The look is just the hook, though. Mechanics, art design, personality and story are what keep me there.</p>
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		<title>Comment on Why graphics still matter by Ben Abraham</title>
		<link>http://graduateschoolgamer.wordpress.com/2009/03/21/why-graphics-still-matter/#comment-115</link>
		<dc:creator>Ben Abraham</dc:creator>
		<pubDate>Sun, 22 Mar 2009 01:31:21 +0000</pubDate>
		<guid isPermaLink="false">http://graduateschoolgamer.wordpress.com/?p=427#comment-115</guid>
		<description>Brilliant post, and a great reminder that, yes graphics do have a role to play in player immersion and enjoyment.

I&#039;m upgrading to Vista 64 soon, so fingers crossed I&#039;ll be able to experience the DirectX 10 difference too! =D</description>
		<content:encoded><![CDATA[<p>Brilliant post, and a great reminder that, yes graphics do have a role to play in player immersion and enjoyment.</p>
<p>I&#8217;m upgrading to Vista 64 soon, so fingers crossed I&#8217;ll be able to experience the DirectX 10 difference too! =D</p>
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		<title>Comment on Why graphics still matter by Tim Roberts</title>
		<link>http://graduateschoolgamer.wordpress.com/2009/03/21/why-graphics-still-matter/#comment-114</link>
		<dc:creator>Tim Roberts</dc:creator>
		<pubDate>Sat, 21 Mar 2009 22:52:15 +0000</pubDate>
		<guid isPermaLink="false">http://graduateschoolgamer.wordpress.com/?p=427#comment-114</guid>
		<description>I believe the graphic realism has little to do with the interest you&#039;ve found in the &quot;spectacle of motion&quot;; I&#039;d argue that graphical interest is far more important. The reason you find it enchanting is because of how interesting it is, which is in turn because of how realistic it looks.

I had the same observation on the oft-criticized boating sections of Wind Waker; sure, the sailing was boring and uneventful, but the blank blue canvas of the sea and the subtle, unique flow of waves combined with the control of the camera always kept my interest, and is still one of the things I remember most about the game.</description>
		<content:encoded><![CDATA[<p>I believe the graphic realism has little to do with the interest you&#8217;ve found in the &#8220;spectacle of motion&#8221;; I&#8217;d argue that graphical interest is far more important. The reason you find it enchanting is because of how interesting it is, which is in turn because of how realistic it looks.</p>
<p>I had the same observation on the oft-criticized boating sections of Wind Waker; sure, the sailing was boring and uneventful, but the blank blue canvas of the sea and the subtle, unique flow of waves combined with the control of the camera always kept my interest, and is still one of the things I remember most about the game.</p>
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		<title>Comment on Why graphics still matter by Simon Ferrari</title>
		<link>http://graduateschoolgamer.wordpress.com/2009/03/21/why-graphics-still-matter/#comment-113</link>
		<dc:creator>Simon Ferrari</dc:creator>
		<pubDate>Sat, 21 Mar 2009 22:23:12 +0000</pubDate>
		<guid isPermaLink="false">http://graduateschoolgamer.wordpress.com/?p=427#comment-113</guid>
		<description>Good post, good reminder. I&#039;d like to note that the &quot;technical aspects&quot; of a game don&#039;t only affect surface aesthetics like the rendering of the game world visually. Sifting through some recordings of GDC rants, you come to understand why so many designers complain about developing for the PS3 and the Wii. In the case of the former, not enough documentation was provided on how to use the Cell processor; for the latter, people like Hecker cite the fact that even relatively simple current-gen games cannot be executed on the thing. Take a look at Braid - the graphics are simple, there aren&#039;t that many levels, etc. But programming the time-reversal mechanic, and storing up to 30 minutes of rewind, takes somebody with an intimate knowledge of the machines he&#039;s working with. 

Game mechanics are the most important aspect of a game, and certainly we&#039;ve seen that super-old, super-weak processors can do wonders with individual mechanics. But when you consider also that the mechanics in games represent real world systems and processes, you realize that the growth of technology also leads to a growth of the degree to which we can accurately model a system (so that it can better be understood and criticized). GTA IV is a tragic figure in this light; they came really damn close to modeling how an actual city worked, how life in a city works. The almost-living, almost-breathing of GTA IV is only possible on a current gen system.</description>
		<content:encoded><![CDATA[<p>Good post, good reminder. I&#8217;d like to note that the &#8220;technical aspects&#8221; of a game don&#8217;t only affect surface aesthetics like the rendering of the game world visually. Sifting through some recordings of GDC rants, you come to understand why so many designers complain about developing for the PS3 and the Wii. In the case of the former, not enough documentation was provided on how to use the Cell processor; for the latter, people like Hecker cite the fact that even relatively simple current-gen games cannot be executed on the thing. Take a look at Braid &#8211; the graphics are simple, there aren&#8217;t that many levels, etc. But programming the time-reversal mechanic, and storing up to 30 minutes of rewind, takes somebody with an intimate knowledge of the machines he&#8217;s working with. </p>
<p>Game mechanics are the most important aspect of a game, and certainly we&#8217;ve seen that super-old, super-weak processors can do wonders with individual mechanics. But when you consider also that the mechanics in games represent real world systems and processes, you realize that the growth of technology also leads to a growth of the degree to which we can accurately model a system (so that it can better be understood and criticized). GTA IV is a tragic figure in this light; they came really damn close to modeling how an actual city worked, how life in a city works. The almost-living, almost-breathing of GTA IV is only possible on a current gen system.</p>
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		<title>Comment on Reiteration, remediation, &amp; recourse (Part 2) by Vagary</title>
		<link>http://graduateschoolgamer.wordpress.com/2009/03/14/reiteration-remediation-recourse-part-2/#comment-112</link>
		<dc:creator>Vagary</dc:creator>
		<pubDate>Thu, 19 Mar 2009 08:24:16 +0000</pubDate>
		<guid isPermaLink="false">http://graduateschoolgamer.wordpress.com/?p=413#comment-112</guid>
		<description>Man I&#039;d love to comment more but your leaps and bounds ahead of me when it comes to theories and all that stuff. What I did understand was this:

&lt;i&gt;It is not that I condemn this sort of borrowing and influence in games. More specifically, the concern is these games reek of studio formula. I will admit that these are good and enjoyable games with an amazing body of collective work behind it. But on a deeper more investigative level, they become extremely shallow.&lt;/i&gt;

I agree, with games becoming much more of a mass product and appeal, we are going to see games follow the formulas. Same with just about any other entertainment medium. Tons of people will copy Gears of War because it made loads of money and they know they can turn a profit from it. I think however we&#039;ll always have those groups that come out with incredible games and who think outside the box. 

Good to be reading your stuff again, even if it takes me a little bit longer than usual to read. ;)
Keep up the good work.</description>
		<content:encoded><![CDATA[<p>Man I&#8217;d love to comment more but your leaps and bounds ahead of me when it comes to theories and all that stuff. What I did understand was this:</p>
<p><i>It is not that I condemn this sort of borrowing and influence in games. More specifically, the concern is these games reek of studio formula. I will admit that these are good and enjoyable games with an amazing body of collective work behind it. But on a deeper more investigative level, they become extremely shallow.</i></p>
<p>I agree, with games becoming much more of a mass product and appeal, we are going to see games follow the formulas. Same with just about any other entertainment medium. Tons of people will copy Gears of War because it made loads of money and they know they can turn a profit from it. I think however we&#8217;ll always have those groups that come out with incredible games and who think outside the box. </p>
<p>Good to be reading your stuff again, even if it takes me a little bit longer than usual to read. <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /><br />
Keep up the good work.</p>
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		<title>Comment on Reiteration, remediation, &amp; recourse (Part 2) by hadjidapinoy</title>
		<link>http://graduateschoolgamer.wordpress.com/2009/03/14/reiteration-remediation-recourse-part-2/#comment-110</link>
		<dc:creator>hadjidapinoy</dc:creator>
		<pubDate>Sun, 15 Mar 2009 05:32:06 +0000</pubDate>
		<guid isPermaLink="false">http://graduateschoolgamer.wordpress.com/?p=413#comment-110</guid>
		<description>Hopefully you won&#039;t mind the shameless plug, but if you do feel free to delete the comment.

http://simulacrumofexistence.wordpress.com</description>
		<content:encoded><![CDATA[<p>Hopefully you won&#8217;t mind the shameless plug, but if you do feel free to delete the comment.</p>
<p><a href="http://simulacrumofexistence.wordpress.com" rel="nofollow">http://simulacrumofexistence.wordpress.com</a></p>
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		<title>Comment on Reiteration, remediation, &amp; recourse (Part 2) by hadjidapinoy</title>
		<link>http://graduateschoolgamer.wordpress.com/2009/03/14/reiteration-remediation-recourse-part-2/#comment-109</link>
		<dc:creator>hadjidapinoy</dc:creator>
		<pubDate>Sun, 15 Mar 2009 05:30:03 +0000</pubDate>
		<guid isPermaLink="false">http://graduateschoolgamer.wordpress.com/?p=413#comment-109</guid>
		<description>I would love nothing else but for the industry to be more toward a qualitative slant, however I&#039;m simply glad that our little hobby, because of the industry, can be considered a medium. Sure, if it were we would have a higher standard of games, but as it stands the fact that we&#039;re talking about video games in a critical sense is because games are now such a large medium it cannot be ignored.

Also, in an attempt to stop leaving such long winded posts in comments, I&#039;ve started my own blog. I thank you, for you are one of the reasons I&#039;ve decided I might as well start one.

The name might be odd, but the first post should explain the title.</description>
		<content:encoded><![CDATA[<p>I would love nothing else but for the industry to be more toward a qualitative slant, however I&#8217;m simply glad that our little hobby, because of the industry, can be considered a medium. Sure, if it were we would have a higher standard of games, but as it stands the fact that we&#8217;re talking about video games in a critical sense is because games are now such a large medium it cannot be ignored.</p>
<p>Also, in an attempt to stop leaving such long winded posts in comments, I&#8217;ve started my own blog. I thank you, for you are one of the reasons I&#8217;ve decided I might as well start one.</p>
<p>The name might be odd, but the first post should explain the title.</p>
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