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	<description>Inductive Game Design Research</description>
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		<title>Heartbreak Hotel</title>
		<link>http://gamedesignreviews.com/scrapbook/heartbreak-hotel/</link>
		<comments>http://gamedesignreviews.com/scrapbook/heartbreak-hotel/#comments</comments>
		<pubDate>Thu, 30 Oct 2014 02:09:18 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=8073</guid>
		<description><![CDATA[Let me tell you a story. I live in Germany. Games here are under harsher restrictions. Protection of youth is constitutional. When I received the German Developer Award, a journalist I&#8217;ve never met before gave a heartwarming speech on how TRAUMA shows even to the most jaded skeptics that game can be art. On the [...]]]></description>
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		<slash:comments>3</slash:comments>
		</item>
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		<title>But It&#8217;s Worse in Games Because They are Interactive</title>
		<link>http://gamedesignreviews.com/scrapbook/but-its-worse-in-games-because-they-are-interactive/</link>
		<comments>http://gamedesignreviews.com/scrapbook/but-its-worse-in-games-because-they-are-interactive/#comments</comments>
		<pubDate>Tue, 17 Jun 2014 11:22:41 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=8056</guid>
		<description><![CDATA[FeministFrequency recently released a new Episode of their Series &#8220;Tropes vs Women&#8221;. This time, they discuss Women as Background Decoration, especially the prevalence of female Sex Workers in Videogames. As always, the critical perspective is welcome and the accumulation of examples is seriously&#160;disturbing.

However, I noticed that throughout the episode, the show makes a common argument [...]]]></description>
		<wfw:commentRss>http://gamedesignreviews.com/scrapbook/but-its-worse-in-games-because-they-are-interactive/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
		</item>
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		<title>Netrunner: The Way to Win is Not to Play</title>
		<link>http://gamedesignreviews.com/scrapbook/netrunner-the-way-to-win-is-not-to-play/</link>
		<comments>http://gamedesignreviews.com/scrapbook/netrunner-the-way-to-win-is-not-to-play/#comments</comments>
		<pubDate>Thu, 05 Jun 2014 16:01:21 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=8028</guid>
		<description><![CDATA[I&#8217;ve been playing Netrunner for more than 4 Months now. I have caught up with all of the released expansions so far. I went to some major tournaments. I started recording my games. I met some really great people. The game has been good to&#160;me.

My initial impression of the game has evolved a lot during [...]]]></description>
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		<slash:comments>4</slash:comments>
		</item>
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		<title>Stepped on a Narrative LEGO</title>
		<link>http://gamedesignreviews.com/scrapbook/stepped-on-a-narrative-lego/</link>
		<comments>http://gamedesignreviews.com/scrapbook/stepped-on-a-narrative-lego/#comments</comments>
		<pubDate>Mon, 31 Mar 2014 17:40:15 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7991</guid>
		<description><![CDATA[Bioshock developer Ken Levene held a talk at this year&#8217;s GDC titled &#8220;Narrative Legos&#8221;. Even though I haven&#8217;t visited GDC personally, the title stood out to me. It hints at a playful, simple, systematic and yet creative solution to the challenge of creating narrative in Videogames. It implies you could somehow break down linear narratives [...]]]></description>
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		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Android Netrunner &#8211; The Game Designer&#8217;s Game</title>
		<link>http://gamedesignreviews.com/scrapbook/android-netrunner-the-game-designers-game/</link>
		<comments>http://gamedesignreviews.com/scrapbook/android-netrunner-the-game-designers-game/#comments</comments>
		<pubDate>Mon, 03 Feb 2014 19:39:22 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7928</guid>
		<description><![CDATA[I recently got into Android Netrunner. It is a card game by Richard Garfield of Magic: The Gathering Fame. It used to be a Trading Card Game itself but never succeeded in that format. It was recently re-released as a so-called &#8220;Living Card Game&#8221; and is currently enjoying a great deal of attention. I noticed [...]]]></description>
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		<slash:comments>4</slash:comments>
		</item>
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		<title>PLEX and Reverse-Free-to-Play</title>
		<link>http://gamedesignreviews.com/scrapbook/plex-and-reverse-free-to-play/</link>
		<comments>http://gamedesignreviews.com/scrapbook/plex-and-reverse-free-to-play/#comments</comments>
		<pubDate>Thu, 02 Jan 2014 23:01:07 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7904</guid>
		<description><![CDATA[I got a bit into EVE Online recently. I find it interesting since it represents a slightly different way of thinking about online games&#8201;&#8211;&#8201;one that seems to run against the practices established by World of Warcraft / Farmville at times. One instance in which I was struck by this is in the implementation of the [...]]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>The Evils of Upfront Payment</title>
		<link>http://gamedesignreviews.com/scrapbook/the-evils-of-upfront-payment/</link>
		<comments>http://gamedesignreviews.com/scrapbook/the-evils-of-upfront-payment/#comments</comments>
		<pubDate>Tue, 05 Nov 2013 15:37:47 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7879</guid>
		<description><![CDATA[Here are some thoughts I had recently. We are quick to demonize Free to Play, myself included. But what we tend to forget that the &#8220;traditional&#8221; model of upfront payment has severe issues as well. Those issues have been detrimental to how games have developed and are still detrimental to what games are&#160;today.
But before we [...]]]></description>
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		<slash:comments>5</slash:comments>
		</item>
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		<title>Modeling Traffic Violation</title>
		<link>http://gamedesignreviews.com/scrapbook/modeling-traffic-violation/</link>
		<comments>http://gamedesignreviews.com/scrapbook/modeling-traffic-violation/#comments</comments>
		<pubDate>Mon, 04 Nov 2013 13:44:57 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7874</guid>
		<description><![CDATA[This is perhaps a bit old but here is an observation I had recently. I have encountered two games that model car traffic violations in different ways. One is GTA, the other one is Euro Truck Simulator&#160;2.
Most of us are familiar with the way GTA models Traffic Violations&#8201;&#8211;&#8201;players have a wanted-meter represented by a row [...]]]></description>
		<wfw:commentRss>http://gamedesignreviews.com/scrapbook/modeling-traffic-violation/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Request: UI examples for making people work together?</title>
		<link>http://gamedesignreviews.com/scrapbook/request-ui-examples-for-making-people-work-together/</link>
		<comments>http://gamedesignreviews.com/scrapbook/request-ui-examples-for-making-people-work-together/#comments</comments>
		<pubDate>Wed, 25 Sep 2013 19:39:00 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7824</guid>
		<description><![CDATA[Here is an interesting UI issue I&#8217;ve encountered developing a prototype: what is a good and easy way to make AI characters perform things together. I&#8217;ve crowd-sourced this question on Twitter to look for examples in other games and realized that the question requires some explanation. So let me&#160;clarify:
There are numerous games where you control [...]]]></description>
		<wfw:commentRss>http://gamedesignreviews.com/scrapbook/request-ui-examples-for-making-people-work-together/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Ender&#8217;s Game &#8211; A Manual</title>
		<link>http://gamedesignreviews.com/scrapbook/enders-game-a-manual/</link>
		<comments>http://gamedesignreviews.com/scrapbook/enders-game-a-manual/#comments</comments>
		<pubDate>Fri, 20 Sep 2013 20:40:51 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Scrapbook]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=7792</guid>
		<description><![CDATA[For some time now, a lot of people suggested I should read Ender&#8217;s Game. The book was a sort of a puzzle to me. It seems to have influenced a lot of people I know from the Anglo-American culture. Most of them seem to have read it in their youth. Yet I never had contact [...]]]></description>
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		<slash:comments>0</slash:comments>
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