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	<title>Creative Fluff Design Blog and Art Magazine &#187; Reviews</title>
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		<title>Indie Game Spotlight &#8211; Today I Die</title>
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		<pubDate>Sun, 06 Dec 2009 04:13:43 +0000</pubDate>
		<dc:creator>Eric Swain</dc:creator>
				<category><![CDATA[Art]]></category>
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		<guid isPermaLink="false">http://www.creativefluff.com/?p=2224</guid>
		<description><![CDATA[Indie Game Spotlight is the hopefull to continue being weekly feature where I will highlight an independent game that deserves attention. Given the difficutly these developers have in being heard, every little bit helps. Some will be free, some may cost money, but they are deserving of some attention.
This game is a relatively older one, as [...]]]></description>
			<content:encoded><![CDATA[<p><em>Indie Game Spotlight is the hopefull to continue being weekly feature where I will highlight an independent game that deserves attention. Given the difficutly these developers have in being heard, every little bit helps. Some will be free, some may cost money, but they are deserving of some attention.</em></p>
<p>This game is a relatively older one, as far as I can tell it came out back in April. Created by Daneil Benmergui with music by Hernan Rozenwasser, Today I Die is another art game. Again, not a bad thing, as the feelings the game tries to evoke in the player is part of the enjoyment.</p>
<p>Today I Die defies normal video game genres and conventions. If I had to liken it to something I;d call it a descendant of point and click adventure games. Your mouse pointer is your only means of interaction. You are given no instructions beyond &#8220;Click Here to Start.&#8221; The only words are the shot three line poem that takes up part of the screen. It&#8217;s a puzzle game that embraces its simplicity, in both mechanics and art design.</p>
<p><img class="alignnone size-full wp-image-2225" title="Today I Die" src="http://www.creativefluff.com/wp-content/uploads/2009/12/Today-I-Die.bmp" alt="Today I Die" width="301" height="289" /></p>
<p>Design wise it runs with the idea of giving you no instructions and instead allows you to explore and with a few simple aesthetic choices is able to guide you to what you are suppose to do. It&#8217;s not long and can be finished in under five minutes, but that would be missing the point. It&#8217;s a game not so much about beating it as experiencing it.</p>
<p>After playing it, you can follow the link to where you can download it for free or donate some money. You need Flash and can play it in your broswer here: <a href="http://www.ludomancy.com/games/today.php">http://www.ludomancy.com/games/today.php</a></p>
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		<title>Indie Game Spotlight &#8211; Small Worlds</title>
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		<pubDate>Sat, 21 Nov 2009 21:09:01 +0000</pubDate>
		<dc:creator>Eric Swain</dc:creator>
				<category><![CDATA[Art]]></category>
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		<guid isPermaLink="false">http://www.creativefluff.com/?p=2213</guid>
		<description><![CDATA[Indie Game Spotlight, at the moment, is an irregularly schedualed feature where I highlight an independantly funded and created game. Each game will be one worth taking a look at as abreak from the usual AAA and other studio made titles. These games need all the visibility they can get and I&#8217;d like to do [...]]]></description>
			<content:encoded><![CDATA[<p>Indie Game Spotlight, at the moment, is an irregularly schedualed feature where I highlight an independantly funded and created game. Each game will be one worth taking a look at as abreak from the usual AAA and other studio made titles. These games need all the visibility they can get and I&#8217;d like to do my part for those I think deserve a look. (I hope to have the time to make this a weekly feature.)</p>
<p>Small Worlds is an indie entrant into the Causal Gameplay design 6th challenge, going on right now. The competition&#8217;s deadline was October 18th and it has been up since then. The compition&#8217;s  parameters are as follows:</p>
<blockquote><p>Design a game that incorporates our theme (see below). It doesn&#8217;t have to be complex nor large in scope. Since you will have just 6 weeks to complete your design, simple ideas are probably the best way to go. You may use <strong><em>any browser-based technology platform</em></strong>you are comfortable with (Flash, Unity, Shockwave, Javascript, etc.). If we can embed your finished game file on our competition page, you may use that platform to design and develop your game.</p>
<p>For the 6th Casual Gameplay Design Competition, we are asking for entries designed to incorporate this theme: <strong>EXPLORE</strong>. You are free to interpret that any way you choose; however, the extent to which your game embodies the theme is left up to the competition judges to decide. Use your imagination and be creative. We will select the best entries submitted to represent the competition just like we have done before. Impress us with your game design and production skills.</p>
</blockquote>
<p><img class="alignnone size-full wp-image-2214" title="cgdc6_494x445" src="http://www.creativefluff.com/wp-content/uploads/2009/10/cgdc6_494x445.gif" alt="cgdc6_494x445" width="494" height="445" /></p>
<p>With that in mind David Shute created a game that emphasises the theme perfectly and with an increabaly atmophereic resonance. Small Worlds is a platformer that utilizes very old school pixel art design that creates a canvus almost as much as it creates a level. The game did have some issues with the jump button that that the creator did apologize for, saying:</p>
<blockquote><p>&#8220;I&#8217;m really sorry the jumping control is so screwy &#8211; In an ill-fated attempt to streamline the movement code, I changed the order in which key presses are processed, which had an unintended side effect: &#8216;Jump&#8217; gets ignored if you&#8217;re moving sideways off a ledge or walking down a slope.</p>
<p>I&#8217;d really love to be able to upload the fixed version right now, but a deadline&#8217;s a deadline &#8211; and for better or worse, this is the version I submitted.</p>
</blockquote>
<blockquote><p>As soon as the competition&#8217;s over I&#8217;ll send Jay the improved version though &#8211; It&#8217;ll give me a chance to fix some other (minor, cosmetic) problems that slipped through the net too.&#8221;</p>
</blockquote>
<p>He and all the other contestants were allowed to upload updated versions. Another note, Small Worlds proudly wears the Art Game label, whether or not it was intentional. I don&#8217;t wish to spoil anything, but it is an expirience well worth having. The game is work safe. Try and play it in an eviornment where you wont be bothered. The music, by Kevin MacLeod is that good.</p>
<p><img class="alignnone size-full wp-image-2215" title="game9_lg" src="http://www.creativefluff.com/wp-content/uploads/2009/10/game9_lg.png" alt="game9_lg" width="200" height="200" /></p>
<p>I am amazed that Small Worlds took only 6 weeks to make, not because it is brimming with compexity in its code or visual, but rather its concept. The design is subtle and intricate that it is able to draw you in with a few colored blocks and slowly reveal itself . It is so basic and succedes at being art better than most AAA PC and console titles published today. Don&#8217;t take that as a negative, art is not the direct opposite of fun or engaging; the two words have nothing to do with each other. The best works are those that are engaging and consumable as well as deep and meaningful. This is one of those games.</p>
<p><a href="http://jayisgames.com/cgdc6/?gameID=9">David Shute&#8217;s Small Worlds</a></p>
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		<title>The Big Triangle in Game Design</title>
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		<pubDate>Tue, 20 Oct 2009 01:38:29 +0000</pubDate>
		<dc:creator>Eric Swain</dc:creator>
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		<guid isPermaLink="false">http://www.creativefluff.com/?p=2200</guid>
		<description><![CDATA[An interesting article came to my attention today about the Big Triangle. For those who don&#8217;t know the Big Triangle is a concept that Scott McCloud explains in his book Understanding Comics. I highly advise reading the book. The link below is the translated post of the original. Here he surmises on the usefulness of [...]]]></description>
			<content:encoded><![CDATA[<p>An interesting article came to my attention today about the Big Triangle. For those who don&#8217;t know the Big Triangle is a concept that Scott McCloud explains in his book Understanding Comics. I highly advise reading the book. The link below is the translated post of the original. Here he surmises on the usefulness of this categorizing system for games as more conducive to game design. Recently there has been <a href="http://malvasiabianca.org/archives/2009/10/the-beatles-rock-band-and-genre/">talk about the unhelpfulness of modern game genres</a> and <a href="http://www.brainygamer.com/the_brainy_gamer/2009/09/summer-of-confabs-vol-3.html">whether if there isn&#8217;t a better way to categorize them</a>. This is an interesting way to think of things and change from First Person Shooter, Third Person Shooter, Real Time Strategy, Action/Adventure, Rhythm, Platformer, etc etc.</p>
<p><img class="alignnone size-full wp-image-2201" title="mybigtriangle4" src="http://www.creativefluff.com/wp-content/uploads/2009/10/mybigtriangle4.png" alt="mybigtriangle4" width="470" height="294" /></p>
<p>Rather than repost all the thoughts here I&#8217;d rather just link you.</p>
<p><a href="http://wordsonplay.wordpress.com/2009/10/12/the-big-triangle/">http://wordsonplay.wordpress.com/2009/10/12/the-big-triangle/</a></p>
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		<title>Indie Game Spotlight &#8211; Norwegian Wood</title>
		<link>http://www.creativefluff.com/game-design/indie-game-spotlight-norwegan-wood/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=indie-game-spotlight-norwegan-wood</link>
		<comments>http://www.creativefluff.com/game-design/indie-game-spotlight-norwegan-wood/#comments</comments>
		<pubDate>Sat, 03 Oct 2009 05:42:57 +0000</pubDate>
		<dc:creator>Eric Swain</dc:creator>
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		<guid isPermaLink="false">http://www.creativefluff.com/?p=2197</guid>
		<description><![CDATA[I haven&#8217;t got a full intro ready for this new and hopefully weekly feature. Indie Game Spotlight is planned at the moment to be every Friday to highlight and inform you, the readers, about an independently developed game. That is a game not funded, designed, developed or otherwise made by a large studio, or in some [...]]]></description>
			<content:encoded><![CDATA[<p>I haven&#8217;t got a full intro ready for this new and hopefully weekly feature. Indie Game Spotlight is planned at the moment to be every Friday to highlight and inform you, the readers, about an independently developed game. That is a game not funded, designed, developed or otherwise made by a large studio, or in some cases, a studio of any kind. This is a little late due to sever problems and we didn&#8217;t have access for a while. Anyway, on with the inaugural edition.</p>
<p>In the wake of The Beatles: Rock Band coming out a few weeks ago, No Fun Games Studio created a very different sort of rhythm game. Norwegian Wood, named after the early Beatles song of the same name, it is less a game about following the music of a game, but avoiding it.</p>
<p>
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</p>
<p>It is a simple game, with only one song, which due to licencing regulations you have to supply the mp3 for yourself. You don&#8217;t need the music and can play it in silence, but it is a bit dull to do so. There are four instruments in the corner of the screen that when that instrument is played it launches a spray of notes for each time a string is plucked. You play as the disembodied head of the late John Lennon controlled with the arrow keys as you try to avoid all the flying notes. You rack up points for not getting hit and after some time you gain multipliers. Should you be hit you lose the multipliers and 100 points per hit. There is an online scoreboard and frankly I don&#8217;t know how some of these people got such scores.</p>
<p>It&#8217;s simple, it&#8217;s fun and each try wont take any longer than the song that inspired it. Quick warning, it is incredibly addictive. My top 30 score has since been erased from the leaderboards. Give it a go.</p>
<p>You can download the game and check the high scores here: <a href="http://norwegianwood.gangles.ca/">http://norwegianwood.gangles.ca/</a></p>
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		<title>Uncharted 2  Mod Mode</title>
		<link>http://www.creativefluff.com/game-design/uncharted-2-mod-mode/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=uncharted-2-mod-mode</link>
		<comments>http://www.creativefluff.com/game-design/uncharted-2-mod-mode/#comments</comments>
		<pubDate>Thu, 17 Sep 2009 21:10:44 +0000</pubDate>
		<dc:creator>Eric Swain</dc:creator>
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		<category><![CDATA[Uncharted 2]]></category>
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		<guid isPermaLink="false">http://www.creativefluff.com/?p=2186</guid>
		<description><![CDATA[There have been plenty of games before that have had a vareity and widesread modding community. Some games have even opened up their engines and provided tools so that amatuer modders could delve into the system morre deeply and more effieceintly. Unreal, Half-Life, and Neverwinter Nights come immediately to mind. Now Uncharted 2 seems to be a console game to add such a comprehensive set of tools.]]></description>
			<content:encoded><![CDATA[<p>There have been plenty of games before that have had a variety and widespread modding community. Some games have even opened up their engines and provided tools so that amateur modders could delve into the system More deeply and more efficiently. Unreal, Half-Life, and Neverwinter Nights come immediately to mind. Now Uncharted 2 seems to be a console game to add such a comprehensive set of tools.</p>
<p>They aren&#8217;t as in depth as say Valve&#8217;s Source Engine or the ability to create levels like Little Big Planet, but Uncharted 2: Among Thieves offers a set of Machinima tools in a &#8220;Cinema Mode.&#8221; You can take recorded video footage from matches and change camera angles or alter things and upload the edited recording. But probably most impressive is a green screen mode that allows you to take the characters from the game and put them into any setting the game can offer and move them around as you will. It even allow you to use the blue-tooth headset to record dialogue that the game with lip-sync the character&#8217;s lips too.</p>
<p>
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</p>
<p><br class="spacer_" />I&#8217;m not sure how indepth the movie creation aspect of the game will be or if it will allow you to drop in you&#8217;re own features, but as a basic concept it is an interesting new look into the possibilities of user generated content.</p>
<p>Uncharted 2: Among Thieves comes out October 13th for PS3 at $59.99.</p>
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		<title>Upcoming Tech &#8211; Procedurally-Generated City</title>
		<link>http://www.creativefluff.com/game-design/upcoming-tech-procedurally-generated-city/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=upcoming-tech-procedurally-generated-city</link>
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		<pubDate>Mon, 06 Jul 2009 03:32:24 +0000</pubDate>
		<dc:creator>Eric Swain</dc:creator>
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		<category><![CDATA[principals of game design]]></category>

		<guid isPermaLink="false">http://www.creativefluff.com/?p=2068</guid>
		<description><![CDATA[So I was messing around the internet was I was passed this link. Video Games, specifically open world sandbox type games, have a notion of external architecture, but little to no internal architecture. Basically you see the outside to a lot of buildings, but you either aren't allowed inside of them or into only some of them. One marketing bullet point on the game True Crime: Streets of NY that extolled the game on being larger than any before it by having at least one building a block be enterable.]]></description>
			<content:encoded><![CDATA[<p>So I was messing around the internet was I was passed this link. Video Games, specifically open world sandbox type games, have a notion of external architecture, but little to no internal architecture. Basically you see the outside to a lot of buildings, but you either aren&#8217;t allowed inside of them or into only some of them. One marketing bullet point on the game True Crime: Streets of NY that extolled the game on being larger than any before it by having at least one building a block be enterable.</p>
<p>This is a five minute video demo, no sound, of a new set of algorithms by Marco Corbetta and Miragoli Gianluca that creates buildings with complete destructible interiors. The video itself also has word overs explaining details of the system.</p>
<p>Following the link are two other quick demo videos showing the behind the scenes architecture of the program. With game systems and PC&#8217;s pushing the limits of what the next technically impressive thing, here are two people who do something much more impressive and remove another stopgap to the uncanny valley of game worlds using less than state of the art tech. That deserves a look, no?</p>
<p>
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</p>
<p>Link: <a href="http://createdigitalmotion.com/2009/06/18/ever-woke-up-in-a-procedurally-generated-city/">http://createdigitalmotion.com/2009/06/18/ever-woke-up-in-a-procedurally-generated-city/</a></p>
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		<title>How to Market Your Indie Game With No Budget</title>
		<link>http://www.creativefluff.com/game-design/how-to-market-your-indie-game-with-no-budget/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=how-to-market-your-indie-game-with-no-budget</link>
		<comments>http://www.creativefluff.com/game-design/how-to-market-your-indie-game-with-no-budget/#comments</comments>
		<pubDate>Thu, 18 Jun 2009 00:43:02 +0000</pubDate>
		<dc:creator>Eric Swain</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Recent Posts]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[advertisement design]]></category>
		<category><![CDATA[Indie Game]]></category>
		<category><![CDATA[video game]]></category>

		<guid isPermaLink="false">http://www.creativefluff.com/?p=2029</guid>
		<description><![CDATA[Despite what the title might suggest I do not have the answer. I have no made a game nor do I market them. Yet.

What I do have is a link to an article that explains what can be done. Most games live or die on their marketing. In fact I'd say all games do so, including the big budget AAA titles. ]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-2030" title="zero-budget-indie-marketing-guide" src="http://www.creativefluff.com/wp-content/uploads/2009/06/zero-budget-indie-marketing-guide.jpg" alt="zero-budget-indie-marketing-guide" width="680" height="340" />Despite what the title might suggest I do not have the answer. I have no made a game nor do I market them. Yet.</p>
<p>What I do have is a link to an article that explains what can be done. Most games live or die on their marketing. In fact I&#8217;d say all games do so, including the big budget AAA titles. Ever hear about Bionic Commando? No &#8230; exactly my point. If you did, did you know it came out weeks ago? No .. exactly my point. If you said yes to both questions then I say the reboot not the remake for Xbox Live and if that wasn&#8217;t what you were talking about then get out of here, you&#8217;re spoiling my point.</p>
<p>Quality can only get you so far. There is no point in making that bedroom masterpiece if no one knows it exists. Rodain &#8220;Nandrew&#8221; Joubert wirtes a splended 4 page article on how to do just that. Let people know it exists in a meaningful way. The biggest point being that Game Journalists are your friends and want to know about your game, because they have an awful lot of space to fill up. So send them copies for consideration, make deals for exclusive videos or screenshots. (*Hint*Hint*)</p>
<p>Anyway here&#8217;s the link: <a href="http://www.devmag.org.za/articles/78-ZERO-BUDGET-INDIE-MARKETING-GUIDE/1/">http://www.devmag.org.za/articles/78-ZERO-BUDGET-INDIE-MARKETING-GUIDE/1/</a></p>
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		<title>Flower: A Dad&#8217;s Expirience &#8211; User Experience Design</title>
		<link>http://www.creativefluff.com/game-design/flower-a-dads-expirience-design/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=flower-a-dads-expirience-design</link>
		<comments>http://www.creativefluff.com/game-design/flower-a-dads-expirience-design/#comments</comments>
		<pubDate>Thu, 12 Mar 2009 14:45:10 +0000</pubDate>
		<dc:creator>Eric Swain</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Game Engines]]></category>
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		<category><![CDATA[Flower]]></category>
		<category><![CDATA[PS3]]></category>

		<guid isPermaLink="false">http://www.creativefluff.com/?p=1611</guid>
		<description><![CDATA[Last weekend after a movie I sat my Dad down and started up Flower for him to try out. Now my Dad hasn't tried a video game since the mid-90s and those were the PC adventure games. We'd play them together. But given Flower's casual nature, simple controls and pleasing aesthetic, I figured he would get into it and I wanted a non-gamer's take on it.]]></description>
			<content:encoded><![CDATA[<p>Last weekend after a movie I sat my Dad down and started up Flower for him to try out. Now my Dad hasn&#8217;t tried a video game since the mid-90s and those were the PC adventure games. We&#8217;d play them together. But given Flower&#8217;s casual nature, simple controls and pleasing aesthetic, I figured he would get into it and I wanted a non-gamer&#8217;s take on it.</p>
<p>I quickly explained the controls, all two of them, started him on the opening level and then watched him play. It took a little while, but he was enjoying flying all over the place.</p>
<p>While the overall experience was pleasant for him, if I wasn&#8217;t there to nudge him in the right direction when asked he might not have gotten as much out of the experience as a normal gamer would have. For starters the game doesn&#8217;t explain the controls explicitly. If you are paying attention throughout the start up screens and the room you might figure out that it works by tilting the controller. Then you&#8217;d only have the problem of pushing a button to move forward. But on your own you would have had this problem in trying to understand what the buttons do.Through experimentation you&#8217;d learn that X would send you forward, but it might cause problems if the player didn&#8217;t realize that all the buttons do the same thing as they try to figure out any differences.</p>
<p>At one point my dad asked me, &#8220;what am I supposed to do now?&#8221; This was before he hit his first flower. As an environment he thought it was pretty, but it needed a purpose and that purpose wasn&#8217;t obvious. Once he got the hang of it he began looking for the halos that surrounded the colored flowers, but to find them he often went to get an areal view, because he couldn&#8217;t find his way or where the next one was. Many of the visual clues that gamer&#8217;s take for granted escaped him. In the first level he didn&#8217;t connect yellow grass with where the flowers would be based on the earlier experience at the beginning of the level. he often ignored the few seconds where the game took the camera away from him and kept trying to play. This was a problem, because he then found he didn&#8217;t know where to go next.</p>
<p><img class="alignnone size-full wp-image-1613" title="flower-2" src="http://www.creativefluff.com/wp-content/uploads/2009/03/flower-2.jpg" alt="flower-2" width="600" height="337" /></p>
<p>The problem may come from the total immersion style that Flower goes for. Most games have a definitive break between gameplay and cutscenes or in game indications to signify them as such. Flower just moves the camera. There is no switch in the engine or even a cut in camera angles to signify a change. The simple shift in the camera in the same manner that the petals flow doesn&#8217;t signify stop laying and pay attention to this. A person who plays games even only occasionally would be able to pick up on this, but a non-gamer might not be able to understand some of the language games have crafted for themselves. Flower is using the basic language of games, but is doing it far more subtly than nearly ever other game out there. The break between the parts are nearly unnoticeable.</p>
<p>Finally there is the last section to the design.  The end of the level. To end the level you simply enter the swirling vortex at the end. This wasn&#8217;t understood at first by my dad. At first he took no notice of it and was looking for more flowers despite having bloomed them all. He then saw it, but just saw the swirls as wind and nothing special. I eventually gave up hoping he would figure it out and just told him.</p>
<p>The design choices for Flower seem a bit divided. On the one hand they are creating an environment to be experienced, but also they are creating a symbolic narrative. The first requires a quick rundown of the controls and what some basic interactions, but the latter needs a non-intrusive interface. The designers did a good job in trying to meld the two together, but I think that it only ended up  going against one of the things they were shooting for. The choice to rely on game language to convey the game requires the player to be a gamer or at least subconsciously aware of it. However, this is not the case with non-gamers that Flower is trying to be open towards.</p>
<p>That was a look at the design of the game, now you can follow the link to the game&#8217;s aesthetic effect on the experience.</p>
<p><a href="http://www.thegamecritique.com/recent-posts/flower-a-dads-expirience-aesthetic/205/">http://www.thegamecritique.com/recent-posts/flower-a-dads-expirience-aesthetic/205/</a><br class="spacer_" /></p>
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		<title>The 13 Basic Principals of Game Design</title>
		<link>http://www.creativefluff.com/game-design/the-13-basic-principals-of-game-design/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=the-13-basic-principals-of-game-design</link>
		<comments>http://www.creativefluff.com/game-design/the-13-basic-principals-of-game-design/#comments</comments>
		<pubDate>Mon, 02 Mar 2009 14:41:29 +0000</pubDate>
		<dc:creator>Eric Swain</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Design Ethics]]></category>
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		<category><![CDATA[principals of game design]]></category>
		<category><![CDATA[rules of play]]></category>

		<guid isPermaLink="false">http://www.creativefluff.com/?p=1572</guid>
		<description><![CDATA[I did not come up with these myself, you have Matt Allmer of EA to thank for that. Reading them over they make sense when you read them, but it is easy to see how they can get lost in the shuffle. From a game critiquing standpoint you can articulate why something seems off or [...]]]></description>
			<content:encoded><![CDATA[<p>I did not come up with these myself, you have Matt Allmer of EA to thank for that. Reading them over they make sense when you read them, but it is easy to see how they can get lost in the shuffle. From a game critiquing standpoint you can articulate why something seems off or doesn&#8217;t work. When working on a game it is easy to say that this feels boring and unengaging, or there is something wrong here I feel confused or it could simply be a case of nagging little man in the back of your mind reminding you that you are playing a video game and are not being sucked into the experience. Yes, you know you are playing one, but you do not want to know that while you are playing it. In these cases it is sometimes hard to know what to fix or even where to look. These principals I don&#8217;t think are the end all be all to good game design, but with creativity there has to be a level of structure.</p>
<p>Either way its a good read over at gamasutra. Read it <a href="http://www.gamasutra.com/view/feature/3949/the_13_basic_principles_of_.php">here</a>.</p>
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		<title>BoRT&#8217;cast over at Man Bytes Blog</title>
		<link>http://www.creativefluff.com/game-design/bortcast-over-at-man-bytes-blog/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=bortcast-over-at-man-bytes-blog</link>
		<comments>http://www.creativefluff.com/game-design/bortcast-over-at-man-bytes-blog/#comments</comments>
		<pubDate>Wed, 04 Feb 2009 02:50:36 +0000</pubDate>
		<dc:creator>Eric Swain</dc:creator>
				<category><![CDATA[Art]]></category>
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		<guid isPermaLink="false">http://www.creativefluff.com/?p=1421</guid>
		<description><![CDATA[BoRT stands for Blogs of the Round Table. It is a monthly challenge run by Corvus Elrod of Man Bytes Blog. There he describes a challenge and any that wish to take it up in a post can. For the month of January the challenge was as follows:
Putting the Game Before the Book What would [...]]]></description>
			<content:encoded><![CDATA[<p>BoRT stands for Blogs of the Round Table. It is a monthly challenge run by Corvus Elrod of <a href="http://blog.pjsattic.com/corvus/">Man Bytes Blog</a>. There he describes a challenge and any that wish to take it up in a post can. For the month of January the challenge was as follows:</p>
<p><em><strong>Putting the Game Before the Book</strong> What would your favorite piece of literature look like if it had been created as a game <strong>first</strong>? In a time when bits of Dante’s Divine Comedy are being carved out and turned into a hack-n-slash game, I find myself longing for intelligently designed games–games with a strong literary component–not merely literary backdrops. So rather than challenge you to imagine the conversion of your favorite literature into games, I challenge you to supersede the source literature and imagine a game that might have tried to communicate the same themes, the same message, to its audience.</em></p>
<p><em>Feel free to ignore the technical constraints of the era in which the book was written. In fact, feel free to ignore the technical constraints (within reason) of today and push the envelop a bit. Also notice that I didn’t specify video game. Feel free to imagine a board game, card game, RPG, or sport, that could have been created during the same time period as the book in question. Be as vague, or as detailed, about the design particulars as you like. Work together with another blogger, or work alone. </em></p>
<p><em>I look forward to seeing what you come up with!</em></p>
<p>Well many blogs contributed their design concepts, <a href="http://www.thegamecritique.com/recent-posts/januarys-09-round-table-entry-sister-carrie/139/">including yours truly</a>. It was an interesting game design challenge and will be further continued in February:</p>
<p><em>Turning Over a New Leaf: (We’re trying something new with the topic this month, so please read carefully.) February’s BoRT invites you take a game design suggested by another blogger in last month’s Round Table and build upon it. You should ignore the literary source of the original design, but attempt to communicate the same themes and/or convey the same mood as the proposed game. This means you can alter the game genre, change the setting, and add new layers to the game mechanics. This is not an opportunity to critique a previous design, but to honor it by striving to reach the same goals, while adding your own personal touch.</em></p>
<p>After the January challenge concluded at the end of the month, Corvus held the first ever Round Table podcast. He drafted in three guests to talk about their favorite entry and why it was their favorite. They also get into some of the design aspects of the ideas. It&#8217;s a good listen and only around 30 minutes long.</p>
<p>You can listen/download here:</p>
<p><a href="http://blog.pjsattic.com/corvus/2009/02/bortcast-january-2009/">http://blog.pjsattic.com/corvus/2009/02/bortcast-january-2009/</a></p>
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