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	<title>Chaos Garden &#187; PC Games</title>
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	<link>http://www.chaoseed.com/garden</link>
	<description>Explorations into game design and creativity</description>
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		<title>I&#8217;m a Computer Game Snob, and Why I Don&#8217;t Care About the Kinect</title>
		<link>http://www.chaoseed.com/garden/2010/11/18/im-a-computer-game-snob-and-why-i-dont-care-about-the-kinect/</link>
		<comments>http://www.chaoseed.com/garden/2010/11/18/im-a-computer-game-snob-and-why-i-dont-care-about-the-kinect/#comments</comments>
		<pubDate>Thu, 18 Nov 2010 22:30:24 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Game Critique]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[chess]]></category>
		<category><![CDATA[diesel valkyrie]]></category>
		<category><![CDATA[disgaea]]></category>
		<category><![CDATA[doom]]></category>
		<category><![CDATA[dwarf fortress]]></category>
		<category><![CDATA[grognard capture]]></category>
		<category><![CDATA[indie gaming]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[kinect]]></category>
		<category><![CDATA[niche]]></category>
		<category><![CDATA[snob]]></category>
		<category><![CDATA[snobbery]]></category>
		<category><![CDATA[warhammer]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=138</guid>
		<description><![CDATA[Non-mainstream gaming tastes and how they relate to the Kinect.]]></description>
			<content:encoded><![CDATA[<p>Well, perhaps &#8220;snob&#8221; is not the right word.  Perhaps &#8220;gourmet&#8221; or &#8220;aficionado&#8221; would be better; the point is that I have <em>discerning</em> tastes and I want specific things from computer games.  It&#8217;s a provocative title, though, right?</p>
<p>Recently I&#8217;ve been thinking about what sort of games I want to play—and more to the point, what games I want to see get made.  I&#8217;ve narrowed it down to three basic ideas.</p>
<ul>
<li>I want to see games that explore what games can do, I want to see games that push the envelope and advance the <em>art</em> and <em>craft</em> of game design&#8230;or at least <em>try</em> something to provide a new experience.  Like <a title="The Baron (interactive fiction)" href="http://ifdb.tads.org/viewgame?id=weac28l51hiqfzxz">The Baron</a>, or <a title="Manufactoria" href="http://pleasingfungus.com/">Manufactoria</a>.</li>
<li>I want to play games that have deep, interesting and intricate mechanics and/or simulations.  <a title="Disgaea" href="http://disgaea.us/">Disgaea</a> is a good example, or <a title="Dwarf Fortress" href="http://www.bay12games.com/dwarves/">Dwarf Fortress</a>.</li>
<li>And sometimes I just want simple fun.  A recent game is <a title="Diesel Valkyrie (at Newgrounds)" href="http://www.newgrounds.com/portal/view/553439">Diesel Valkyrie</a>; a less recent one is <a title="DOOM" href="http://www.idsoftware.com/games/doom/doom-ultimate/">DOOM</a>.</li>
</ul>
<p><strong>Simple Fun</strong></p>
<p>Actually, I have no trouble finding &#8220;simple fun&#8221; games.  There are many out there, and I never have trouble &#8220;scratching the simple fun itch&#8221;, so to speak.  So, the other two ideas are more worthy of exploration.</p>
<p><strong>Indie Gaming</strong></p>
<p>Where can you find games that try new things?  Exploratory games, <em>risky</em> games?  Most often in the indie game design community.  A good place to learn about this is <a title="TIGSource" href="http://www.tigsource.com/">The Independent Gaming Source (TIGSource)</a>.</p>
<p>In order for people to create indie games, they need a platform that is free to design for as well as accessible.  Modern Windows operating systems are pretty good for this, especially with utilities like <a title="Game Maker (at Yoyo Games)" href="http://www.yoyogames.com/make">Game Maker</a> and <a title="FlashDevelop" href="http://www.flashdevelop.org">FlashDevelop</a>.  It&#8217;s important to have a control scheme that is easy to use and <em>easy to program</em>, with <em>well-defined</em> inputs.  A keyboard is ideal, especially since every Windows computer has one; game controllers are also pretty good, as they&#8217;ve been around long enough to be pretty well standardized.</p>
<p><strong>Interface Innovation</strong></p>
<p>But some people might wonder exactly how innovative it&#8217;s possible to be with only a keyboard as input device, especially people who have read about <a title="Nintendo's genre innovation strategy (Lost Garden)" href="http://www.lostgarden.com/2005/09/nintendos-genre-innovation-strategy.html">Nintendo&#8217;s genre innovation strategy</a>.  It&#8217;s true that there are games that use new interfaces in innovative ways, like <a title="Boom Blox (EA Games)" href="http://www.ea.com/games/boom-blox">Boom Blox</a> or <a title="Wii Sports" href="http://www.nintendo.com/games/detail/1OTtO06SP7M52gi5m8pD6CnahbW8CzxE">Bowling</a>.  However, for the most part I haven&#8217;t been too impressed with these new experiences.  I&#8217;m glad they were made, but I don&#8217;t see much need for me, myself, to go out and play them.</p>
<p><strong>Hardcore Gaming</strong></p>
<p>Actually, the term &#8220;hardcore gaming&#8221; is pretty useless; see <a title="A New Taxonomy of Gamers (Insult Swordfighting)" href="http://insultswordfighting.blogspot.com/2008/01/new-taxonomy-of-gamers-what-we-talk.html">Mitch Krpata&#8217;s &#8220;A New Taxonomy of Gamers&#8221;</a> for a great discussion on this point.  What I&#8217;m really talking about are games which require a lot of careful thinking and exploration of mechanics, and also possibly a large investment of time.  They&#8217;re often niche games, where terms like &#8220;genre addiction&#8221; or &#8220;<a title="Grognard Capture (Greg Costikyan)" href="http://www.costik.com/weblog/2003/08/grognard-capture.html">grognard capture</a>&#8221; can be applied.</p>
<p>If you play a game that has a lot of time investment, you&#8217;re usually doing lots of actions over and over.  You want these actions to be as efficient as possible; you want the <em>input interface</em> to be as efficient as possible.  The whole point is to master the interface so you can get in a sequence of commands as quickly as possible.</p>
<p><strong>Snobbery</strong></p>
<p>So, I have tastes that are somewhat niche; I&#8217;m willing to seek out non-mainstream experiences to get the sort of enjoyment I want.</p>
<p>To me, this is no different from film aficionados seeing indie films at an arthouse theater.  Someone who really enjoys a medium will figure out what sort of experiences they want and spend most of their time seeking out those experiences; they may also search for completely new experiences, things that have never been done before.  Either way, the mainstream doesn&#8217;t usually cut it.</p>
<p>The one part of the definition of &#8220;snob&#8221; that I <em>don&#8217;t</em> like is the idea of &#8220;inferiority&#8221;.  I have my own tastes, but I don&#8217;t believe they&#8217;re &#8220;better&#8221; than yours; I just think they&#8217;re better <em>for me</em>.  It&#8217;s possible to argue that some games are better designed or better <em>made</em> than others, but at the same time people have valid reasons to play &#8220;worse&#8221; games—certain specific elements they enjoy, nostalgia, and so on.</p>
<p><strong>The Point of the Kinect</strong></p>
<p><a title="Kinect (Microsoft)" href="http://www.xbox.com/en-US/Kinect">The Kinect is Microsoft&#8217;s new input interface for the XBox 360. </a> It tracks your body movements to figure out what you want to do in the game.  The point, as I see it, is to provide a way for people inexperienced with games to get into the hobby.  It&#8217;s &#8220;<a title="Prognostication - Penny Arcade blog post" href="http://www.penny-arcade.com/2010/11/17/prognostication/">the game where you do not need a controller</a>&#8220;.</p>
<p>And in my opinion, this is—wonderful.  Yes, it&#8217;s awesome.  If more people get interested in games, then game companies get more money and the medium as a whole becomes more successful—and that means more risky and niche titles, more games that <em>I</em> like.  So yes, if <em>you</em> like the Kinect, go for it.  I would never tell someone to stop having fun.</p>
<p><strong>What the Kinect Can&#8217;t Do</strong></p>
<p>I don&#8217;t think the Kinect will lead to much true <em>innovation</em> in games.  A game where you fight people by actually moving your limbs?  That&#8217;s called &#8220;martial arts&#8221;, it&#8217;s been around for thousands of years.  A game where you move characters around on various types of terrain?  Kind of like chess, or perhaps <a title="Warhammer (Games Workshop)" href="http://www.games-workshop.com/gws/catalog/landing.jsp?catId=cat440002a&amp;rootCatGameStyle=wh">Warhammer</a>.  I don&#8217;t see the potential for innovation in game mechanics—I&#8217;m willing to be proven wrong, but I&#8217;m not holding my breath.  Sure, there can be innovative games on the Kinect, but they would be the kind of games that would be innovative with <em>any</em> interface.</p>
<p>I don&#8217;t think the Kinect is good for games that require a lot of time, a lot of intense, you know, <em>gaming</em>.  Think of moving your limbs around, versus twitching your fingers to press a button.  How much energy does it take to make one selection?  How tired will you get if you have to do it 500 times?  <a title="Minority Report (film)" href="http://en.wikipedia.org/wiki/Minority_Report_%28film%29">The 2002 film Minority Report</a> had a sequence where <a title="Minority Report (film) - Gestural interface (YouTube)" href="http://www.youtube.com/watch?v=NwVBzx0LMNQ">the main character uses a gestural interface to control software</a>.  It&#8217;s laughable.  Who would stand there flinging their hands around for 2 hours?</p>
<p>Of course, it&#8217;s possible that the Kinect software will get good enough to detect fingers twitching.  Then all you&#8217;d need is perhaps somewhere to rest your hands, and maybe a guide to make sure you put your fingers where you want them to do.  So, some little board with lots of keys printed on it.</p>
<p>Or just, you know, a $40 computer keyboard.</p>
<p><strong>Golf Clubs</strong></p>
<p>So, if you want an easy way to play mainstream games, the Kinect would probably work.  But some people will want more than that.  Some people will want something more suited to experiencing everything the medium has to offer.</p>
<p>Imagine someone learning to play golf.  They buy a set of clubs; if they want to play on a regular basis, they buy a country club membership so they don&#8217;t have to play on public courses.  Eventually they will start buying their own specialized clubs, shoes, golf balls&#8230;</p>
<p>If you get <em>into</em> gaming, you&#8217;re going to want a controller.</p>
<p>(Until the hardware gets good enough to read impulses right from your brain.  That will be <em>super awesome</em>.)</p>
]]></content:encoded>
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		<title>Secret Project 2, Nethack</title>
		<link>http://www.chaoseed.com/garden/2008/07/06/secret-project-2-nethack/</link>
		<comments>http://www.chaoseed.com/garden/2008/07/06/secret-project-2-nethack/#comments</comments>
		<pubDate>Sun, 06 Jul 2008 06:31:52 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[PHP]]></category>
		<category><![CDATA[Secret Projects]]></category>
		<category><![CDATA[Web-Based Games]]></category>
		<category><![CDATA[building]]></category>
		<category><![CDATA[dwarf fortress]]></category>
		<category><![CDATA[nethack]]></category>
		<category><![CDATA[secret project 2]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=19</guid>
		<description><![CDATA[So&#8230;more work on, er, Secret Project 2. Yep. Today I had a thought. Dwarf Fortress is kind of a roguelike, isn&#8217;t it? I like its emphasis on construction. And Nethack is basically open source. Hmmm&#8230;]]></description>
			<content:encoded><![CDATA[<p>So&#8230;more work on, er, Secret Project 2. Yep.</p>
<p>Today I had a thought. <a title="Dwarf Fortress" href="http://www.bay12games.com/dwarves/">Dwarf Fortress</a> is kind of a roguelike, isn&#8217;t it? I like its emphasis on construction. And <a title="Nethack" href="http://nethack.org/">Nethack</a> is basically <a title="Nethack License" href="http://nethack.org/common/license.html">open source</a>. Hmmm&#8230;</p>
]]></content:encoded>
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		<item>
		<title>Lua, PNGs</title>
		<link>http://www.chaoseed.com/garden/2008/07/03/lua-pngs/</link>
		<comments>http://www.chaoseed.com/garden/2008/07/03/lua-pngs/#comments</comments>
		<pubDate>Fri, 04 Jul 2008 00:30:36 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[cpp]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[libpng]]></category>
		<category><![CDATA[lua]]></category>
		<category><![CDATA[png]]></category>
		<category><![CDATA[spellfish]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=17</guid>
		<description><![CDATA[I&#8217;ve learned the final piece of the puzzle with regards to Lua; C functions that return values to Lua. Now I can do anything with Lua. However&#8230;I need to work on the main C++ program a bit more. I want to have an object that represents a &#8220;map&#8221;, and that map will use Lua code [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve learned the final piece of the puzzle with regards to Lua; C functions that return values to Lua. Now I can do anything with Lua. However&#8230;I need to work on the main C++ program a bit more. I want to have an object that represents a &#8220;map&#8221;, and that map will use Lua code to randomly generate itself. However, it will be a C++ object so that the game will be able to access its data quickly.</p>
<p>I&#8217;ve also learned to use <a title="libpng" href="http://www.libpng.org/pub/png/libpng.html">libpng</a>. This library allows me to read and write PNG image files. (Well, reading is handled by DirectX, so it&#8217;s the output/writing that&#8217;s the useful part.)</p>
]]></content:encoded>
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		<title>Compiling and running DirectX: Some pitfalls</title>
		<link>http://www.chaoseed.com/garden/2008/06/18/compiling-and-running-directx-some-pitfalls/</link>
		<comments>http://www.chaoseed.com/garden/2008/06/18/compiling-and-running-directx-some-pitfalls/#comments</comments>
		<pubDate>Wed, 18 Jun 2008 07:16:53 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[PC Games]]></category>
		<category><![CDATA[cpp]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[lua]]></category>
		<category><![CDATA[secret project 1]]></category>
		<category><![CDATA[visual studio]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=14</guid>
		<description><![CDATA[I&#8217;ve sometimes had problems running the DirectX programs I make on other computers. I usually compile under a Debug configuration (using Visual Studio 2005). I can use the Debug option in Visual Studio to run the programs, and they work fine; I can even use Explorer to find the binaries and run them directly. However, [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve sometimes had problems running the DirectX programs I make on other computers. I usually compile under a Debug configuration (using Visual Studio 2005). I can use the Debug option in Visual Studio to run the programs, and they work fine; I can even use Explorer to find the binaries and run them directly. However, when I give the binaries to someone else, they invariably get the oh-so-helpful &#8220;This application is configured incorrectly, reinstalling it may fix the problem&#8221;.</p>
<p>I believe I&#8217;ve figured out the real problem, and it&#8217;s actually pretty simple. I can run these binaries because <em>I have the developer version of DirectX installed</em>. The developer version has debug versions of <em>all</em> the libraries and DLLs. Therefore, I can run things compiled in a debug configuration&#8230;But most people only have the regular end-user version, and thus they can&#8217;t run my binaries. I have to compile a Release version in a Release configuration to get a binary someone else can run.</p>
<p>And today the problem extended even further. I was linking in a library (a Lua library, actually) that had been compiled in a debug configuration. Even though Lua had nothing to do with DirectX, I was still having the same error. However, when I compiled a release version of the Lua library and linked that, I was able to get the program to run on other computers.</p>
<p>So, if you&#8217;ve ever had this problem, try compiling in a Release configuration.</p>
<p>In other news, Secret Project 1 is going well&#8230;</p>
]]></content:encoded>
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		<item>
		<title>Stuff 2, PNGs</title>
		<link>http://www.chaoseed.com/garden/2008/06/17/stuff-2-pngs/</link>
		<comments>http://www.chaoseed.com/garden/2008/06/17/stuff-2-pngs/#comments</comments>
		<pubDate>Tue, 17 Jun 2008 05:03:53 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[Secret Projects]]></category>
		<category><![CDATA[libpng]]></category>
		<category><![CDATA[png]]></category>
		<category><![CDATA[secret project 1]]></category>
		<category><![CDATA[spellfish]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=13</guid>
		<description><![CDATA[More work on Secret Project 1. Also, in order to really do justice to the procedural generation idea I had, I have to master creating PNGs programmatically. I started on that today.]]></description>
			<content:encoded><![CDATA[<p>More work on Secret Project 1.</p>
<p>Also, in order to really do justice to the procedural generation idea I had, I have to master creating PNGs programmatically. I started on that today.</p>
]]></content:encoded>
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		<item>
		<title>Lua</title>
		<link>http://www.chaoseed.com/garden/2008/06/10/lua/</link>
		<comments>http://www.chaoseed.com/garden/2008/06/10/lua/#comments</comments>
		<pubDate>Tue, 10 Jun 2008 04:38:22 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[cpp]]></category>
		<category><![CDATA[lua]]></category>
		<category><![CDATA[scripting]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=9</guid>
		<description><![CDATA[I&#8217;ve finally figured out the basic framework to get Lua files to load, run and work well with C++ objects. Now, instead of reading in a text file that defines, say, a room, I can read in a Lua program that builds a room when it executes. This is a definite improvement.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve finally figured out the basic framework to get Lua files to load, run and work well with C++ objects. Now, instead of reading in a text file that defines, say, a room, I can read in a Lua <em>program</em> that <em>builds a room when it executes</em>. This is a definite improvement.</p>
]]></content:encoded>
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		<item>
		<title>Platforming with Lua</title>
		<link>http://www.chaoseed.com/garden/2008/06/06/platforming-with-lua/</link>
		<comments>http://www.chaoseed.com/garden/2008/06/06/platforming-with-lua/#comments</comments>
		<pubDate>Fri, 06 Jun 2008 07:32:33 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[cpp]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[lua]]></category>
		<category><![CDATA[spellfish]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=7</guid>
		<description><![CDATA[Today I spent a while working with Lua. It took me a while to figure out how to get it to interface with C. It took even longer to get it to work with C++ objects! I feel like there should be a way to pass an object&#8217;s member function as a function pointer to [...]]]></description>
			<content:encoded><![CDATA[<p>Today I spent a while working with <a title="Lua" href="http://lua.org">Lua</a>. It took me a while to figure out how to get it to interface with C. It took even longer to get it to work with C++ objects! I feel like there should be a way to pass an object&#8217;s member function as a function pointer to be registered with Lua&#8230;I couldn&#8217;t quite figure it out, though. I had to bricole something up to register an object with a global variable so a global function could access it&#8230;Maybe I should write a tutorial on that subject, because there seemed to be a lack of good documentation. (There was some sample code on the <a title="Lua Users Wiki" href="http://lua-users.org/wiki/">Lua Users Wiki</a>, but it was never explained&#8230;I always feel a bit uncomfortable just plopping in code that I don&#8217;t really understand.)</p>
<p>Now, if I can start writing room-generation scripts in Lua, that will <em>really</em> be something.</p>
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		<title>Platforming part 2</title>
		<link>http://www.chaoseed.com/garden/2008/06/03/platforming-part-2/</link>
		<comments>http://www.chaoseed.com/garden/2008/06/03/platforming-part-2/#comments</comments>
		<pubDate>Tue, 03 Jun 2008 05:18:23 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[procedural generation]]></category>
		<category><![CDATA[spellfish]]></category>
		<category><![CDATA[tigsource]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=6</guid>
		<description><![CDATA[I&#8217;ve gotten the platforming engine working so you can define various &#8220;rooms&#8221; for the protagonist to wander around in. The rooms also have &#8220;doors&#8221; that lead to different rooms. Now I just have to start randomly generating these rooms. (And, well, adding enemies and such things.)]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve gotten the platforming engine working so you can define various &#8220;rooms&#8221; for the protagonist to wander around in. The rooms also have &#8220;doors&#8221; that lead to different rooms. Now I just have to start randomly generating these rooms. (And, well, adding enemies and such things.)</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Platforming</title>
		<link>http://www.chaoseed.com/garden/2008/06/02/platforming/</link>
		<comments>http://www.chaoseed.com/garden/2008/06/02/platforming/#comments</comments>
		<pubDate>Mon, 02 Jun 2008 06:30:32 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[procedural generation]]></category>
		<category><![CDATA[spellfish]]></category>
		<category><![CDATA[tigsource]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=5</guid>
		<description><![CDATA[I now have a nearly-complete platforming engine, written in DirectX. The only real problem is the unintended wall jump.]]></description>
			<content:encoded><![CDATA[<p>I now have a nearly-complete platforming engine, written in DirectX. The only real problem is the unintended wall jump.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Short Story: Acquire; Procedural Generation Competition</title>
		<link>http://www.chaoseed.com/garden/2008/06/01/short-story-acquire-procedural-generation-competition/</link>
		<comments>http://www.chaoseed.com/garden/2008/06/01/short-story-acquire-procedural-generation-competition/#comments</comments>
		<pubDate>Sun, 01 Jun 2008 20:32:39 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Fiction Writing]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[deviantart]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[fiction]]></category>
		<category><![CDATA[procedural generation]]></category>
		<category><![CDATA[spellfish]]></category>
		<category><![CDATA[tigsource]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=4</guid>
		<description><![CDATA[Today I wrote a short piece called Acquire for DeviantArt. I think putting a Creative Commons license on this piece just makes it funnier. Now I&#8217;m going to work on stuff for the TIGSource Procedural Generation Competition. My life has been so busy recently I haven&#8217;t had as much time to work on this as [...]]]></description>
			<content:encoded><![CDATA[<p>Today I wrote a short piece called <a href="http://recursive-j.deviantart.com/art/Acquire-87386633">Acquire</a> for DeviantArt. I think putting a Creative Commons license on this piece just makes it funnier.</p>
<p>Now I&#8217;m going to work on stuff for the <a title="TIGSource" href="http://tigsource.com">TIGSource</a> <a title="TIGSource Procedural Generation Competition" href="http://tigsource.com/articles/2008/05/04/tigcompo-procedural-generation">Procedural Generation Competition</a>. My life has been so busy recently I haven&#8217;t had as much time to work on this as I would have liked&#8230;I don&#8217;t know if I&#8217;ll even be able to produce something showable. But we&#8217;ll see.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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