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<title>USC IMD: </title>
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<modified>2009-01-06T19:29:18Z</modified>
<tagline></tagline>
<id>tag:,2009::</id>
<generator url="http://interactive.usc.edu/" version="1.0">USC Interactive Media Division</generator>
	<entry>
		<title><![CDATA[Butte Discovered in the Uncanny Valley]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/kvalanejad/2009/01/another_butte_discovered_in_th.html" />
		<modified>2009-01-06T19:29:18Z</modified>
		<issued>2009-01-06T12:54:57Z</issued>
		<id>tag:,2009-01-06:interactive.usc.edu/members/kvalanejad/:143</id>
		<created>2009-01-06T12:54:57Z</created>
		<summary type="text/plain"><![CDATA[Performance within the Uncanny Valley only seems believable on virtual characters with creepy...]]></summary>
		<author>
			<name>kvalanejad</name>
			<url>http://interactive.usc.edu/members/kvalanejad/</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/kvalanejad/2009/01/another_butte_discovered_in_th.html">
			<![CDATA[Performance within the <a href="http://en.wikipedia.org/wiki/Uncanny_valley">Uncanny Valley</a> only seems believable on virtual characters with creepy body-language, like zombies in horror flicks. <br /><br />But there is another set of mannerisms that may prove as successful on hyper-realistic models and that is the chaotic jerks associated with seizure disorders, like epilepsy, and tic disorders, like Tourrette syndrome. <br /><br />The difference being that this class of expressions can generate sympathy in the audience, rather than revulsion which is typically associated with this phenomenon.<br /><br />Judge for yourself by making the trek to the <a href="http://www.ocma.net/index.html?page=current#2008_California_Biennial">Orange County Museum of Art </a> in Newport Beach to see<em> Call Me Ishmael </em>by Daniel Joseph Martinez.  This sculpture that looks just like its creator, uses hydraulics to mimic everything from small spasms to violent seizures, and includes an eye-roll that gave me a strong urge to hold <em>him</em> so he would stop hurting himself. <br /><img alt="index_Martinez-1-Call-Me-Ishmael-web-.jpg" src="http://interactive.usc.edu/members/kvalanejad/index_Martinez-1-Call-Me-Ishmael-web-.jpg" width="178" height="178" />]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[A casual education]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/ekennerly/2008/11/a_casual_education.html" />
		<modified>2008-11-08T17:05:06Z</modified>
		<issued>2008-11-08T16:56:29Z</issued>
		<id>tag:,2008-11-08:interactive.usc.edu/members/ekennerly/:142</id>
		<created>2008-11-08T16:56:29Z</created>
		<summary type="text/plain"><![CDATA[Pascal Luban predicts evolution of casual games and educational games.]]></summary>
		<author>
			<name>ekennerly</name>
			<url>http://interactive.usc.edu/members/ekennerly/</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/ekennerly/2008/11/a_casual_education.html">
			<![CDATA[<a href=http://www.gamasutra.com/view/feature/3842/the_megatrends_of_game_design_.php target=_new>Pascal Luban</a> predicts evolution of casual games and educational games.]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[What mistakes do designers frequently make?]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/ekennerly/2008/05/what_mistakes_do_designers_frequently_make.html" />
		<modified>2008-05-29T16:33:40Z</modified>
		<issued>2008-05-29T15:35:48Z</issued>
		<id>tag:,2008-05-29:interactive.usc.edu/members/ekennerly/:142</id>
		<created>2008-05-29T15:35:48Z</created>
		<summary type="text/plain"><![CDATA[David Sushil on his site and at GameCareer Guide, says their number is three:Incompatible...]]></summary>
		<author>
			<name>ekennerly</name>
			<url>http://interactive.usc.edu/members/ekennerly/</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/ekennerly/2008/05/what_mistakes_do_designers_frequently_make.html">
			<![CDATA[<center><img src=http://mises.org/images4/HarrisMiracle1.jpg></center><br /><br /><a href=http://www.davidjsushil.com/index.php?action=permalink&id=8 target=_new>David Sushil</a> on his site and at <a href=http://www.gamecareerguide.com/features/536/three_novice_mistakes_in_game_.php?page=2 target=_new>GameCareer Guide</a>, says their number is three:<br /><ol><li>Incompatible mechanics<br /><li>Ubitquitous interaction<br /><li>Story dependence</ol><br />I wonder:  What are other problems do designers commonly get stuck on?  I've considered <a href=http://finegamedesign.com/devilstips.html target=_new>69 professional mistakes</a> that I've seen (and made) over the last decade.<br /><br /><a href=https://jobs.ea.com/why/profiles.aspx?where=1_1&who=1_1_15 target=_new>Dan Fiden</a> spoke during the business of interactivity class on casual game design.  From recall, the "design traps" of casual games he cited are something like:<br /><ul><li>Designing for your peers, instead of your audience.<br /><li>Overloading the simulation with too many mechanisms (the kitchen sink).<br /><li>Failing to accept and tune from user feedback.<br /><li>Losing track of the design decisions and revisions.<br /><li>Innovating design for peer reputation (from a GDC talk).<br /><li>Limiting the design to your prototyping skill set.</ul><br /><br />Compared to David Sushil's three, these traps focus on the process rather than the design itself.  I'll boldly step forward to list one mistake that is the most common one that I still make. It is also the <b>most common</b> problem that I identify in the work of beginning game designers, writers, and filmmakers:<br /><br /><ul><b>Cognitive leap.</b>  Failing to cue the user to get what it is that they are supposed to be doing and how to do it.  Oftentimes, in my rush to cover a lot of ground in a first-pass, I omit some critical steps of user cognition, that would leave breadcrumbs, a cognitive trail in which the steps are not too far apart or not suddenly shifting in another direction without obvious cues in the story, interface, and look and feel.</ul><br /><br />In a quest to make players happy, I'd like to learn:  What mistakes do you frequently find when designing, or reviewing, a game?]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[The Devil's Game Design Tips]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/ekennerly/2006/11/the_devils_game_design_tips.html" />
		<modified>2006-11-20T12:53:55Z</modified>
		<issued>2006-11-15T13:17:51Z</issued>
		<id>tag:,2006-11-15:interactive.usc.edu/members/ekennerly/:142</id>
		<created>2006-11-15T13:17:51Z</created>
		<summary type="text/plain"><![CDATA[69 ways to become a better game designerWhile the Devil must be given his due, he cannot take all...]]></summary>
		<author>
			<name>ekennerly</name>
			<url>http://interactive.usc.edu/members/ekennerly/</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/ekennerly/2006/11/the_devils_game_design_tips.html">
			<![CDATA[<B>69 ways to become a better game designer</B><br /><P><br />While the Devil must be given his due, he cannot take all the credit for all the insightful methods by which an aspiring game designer may enrich his or her knowledge, creativity, and--most importantly--career.  No, the Devil did not directly concoct the majority of the following tips that are well-proven, indeed, timeless techniques for boosting any professional designer.  The credit for the bulk of these tips goes out to the designers who have already put them into practice and gained their due fortune and name recognition.  Behind the great names of game design, lie techniques and tactics that got them where they are today.<br /><P><br /><I>-- The Devil's Ludographer</I><br /><P><br /><br /><H3>The Tips</H3><br />From preparation, to postproduction, here are 69 ways to become a better game designer.  Learn them; live them!<br /><OL><br /><br /><br /><H3>Preparation</H3><br /><P><br /><LI><B>Grow a goatee</B><br />Or a beard.<br /><P><LI><B>Speak in a deep, authoritative voice</B><br />Nothing says conviction, dedication, and vision like a gravel-ridden voice.<br /><P><LI><B>Gain a few pounds</B><br />It'll add weight to your opinions.<br /><P><LI><B>Wear glasses</B><br />They made Matthew Broderick look smarter in Godzilla.<br /><P><LI><B>Hone illegible handwriting</B><br />Nothing says mad genius like illegible scribbling.  The more ambiguous the mark, the more leeway you have to make it the right mark.<br /><P><LI><B>Go to school</B><br />It doesn't matter what you study (or if you study), but attend a prestigious institution.  <br /><P><LI><B>Learn the vocabulary of programmers and artists</B><br />And throw it back at anyone foolish enough to disagree with you, like a hitman with a Tommy gun.<br /><P><LI><B>Practice illustration</B><br />Nothing says "fun gameplay" like a sharp diagram or a hasty sketch, with flare.<br /><P><LI><B>Keep a notebook</B><br />With lots of notes and lots more doodles.  Doodles are the seed of brilliant design.<br /><P><LI><B>Play games, lots of games, the harder the better</B><br />Only hardcore gamers have the prerequisite experience and sophistication to conceive great games.  And brag about playing skill.  Brag about how bad you are.  If you can't play well, how can you be expected to design well?  Your playing skill as Quake III champion should be bulleted as a primary qualification on your resume.  <br /><P><LI><B>Read</B><br />Read voraciously on every topic imaginable to humankind.  There are only two topics not worth a designer's time:  software engineering and product development.  <br /><P><LI><B>Practice job interviewing</B><br />A job is only a means to bigger interview.<br /><P><LI><B>Join the biggest company you can</B><br />The world wants you.  But you can't reach the world with anything less than the biggest company.  And besides your epic designs need the newest hardware and biggest budgets.  Nothing else will do.  Besides, how can you become a better designer without working on a bigger game?<br /><br /><br /><br /><P><H3>Preproduction</H3><br /><P><LI><B>Epic</B><br />Think epic.  Sell epic.  No less than terrabytes of art assets are next gen.  Don't skimp.  You deserve it.  <br /><P><LI><B>Get a budget</B><br />Always get a budget.  Big.  As epic as the design.  Get it.  Never shoot until you're carrying big guns.<br /><P><LI><B>Mix genres</B><br />And art styles and play styles.  The more novel, the better.  Of course a horror-shooter-dancer is brilliant.  That's why YOU are the designer.  Duh!<br /><P><LI><B>Make it hard</B><br />Nothing says masterwork like a hard game.  Start hard and stay hard.<br /><P><LI><B>Sell the game before you make it</B><br />Even better, sell the game, and let the developers make it.  You're a designer not a plebian developer.<br /><P><LI><B>Write the story yourself</B><br />No one can argue ownership of the story that you wrote.  And then enforce the story ... at ALL costs.  No level, no character, no architectural embellishment may conflict with the Story.<br /><P><LI><B>Plan</B><br />Write a design document and plan.  Plan the color the hero's hair, the height of his weapons.  The specs on enemies, down to shoe size.  Plan the color scheme for design docs.  Don't start until the plan is complete and approved (by you of course).<br /><P><LI><B>Do it on paper</B><br />Production is expensive, so be sure to get it all on paper first.  Keep it there until the programmers and artists have been convinced of the light thereon.  Then click the Produce button.<br /><P><LI><B>Choose the right Word</B><br />Make sure no word document is under a megabyte.  Ever.  if necessary paste in larger resolution bitmap images.<br /><P><LI><B>Bulletpoint everything</B><br />Everything. In <B>bold.</B><br /><P><LI><B>Write pseudocode</B><br />Pseudocode displays that you are consumate in your design, from the grand vision to technical details.  The best pseudocode contains passages like:<br /><PRE><br />        Until game is over:<br />                Do AI.<br />                Do UI.<br />                Challenge the player.<br /></PRE><br /><P><LI><B>Make slideshows and charts</B><br />Lots of charts.  Always print them in full color on glossy paper.  Decorate studio desks like they were fine prints by a rising artist; no lesser comparison is apt for your talent.<br /><br />On your slideshow, include novel technologies as bullet items on the USPs. Sell the game.  Where you listening?  SELL THE GAME!  It's going to morph emotional metaballs that ooze pro-pixel diffuse leatherization on screen.<br /><P><LI><B>Invent buzz words</B><br />Who can argue with an idiom you created?  You can evolve the terminology's definition to suit your needs.  Programmers rely on hard-coded "meanings;" whereas great designers use words as malleable means to an end.<br /><P><LI><B>Give your concepts a snazzy title</B><br />Take common sense ideas and give them a clever title, clearly attributable to you.  <br /><P><LI><B>Argue against common sense</B><br />Until you're ready to give the sensible proposal a snazzy title.<br /><P><LI><B>Hold design seances</B><br />Err ... meetings.  Lots of meetings.  Meetings make the Sun go round the Earth.  During the meeting, ensure you remain in contact with the spirits of design, and be their faithful conduit to the laity.<br /><P><LI><B>Stare off into space for a second before making a reply</B><br />Extra points if you glance at your conversation partner as if he or she were ignorant, incompetent, or both.<br /><P><LI><B>Dismiss your juniors</B><br />Never accept their ideas until at least 2 weeks later, when your seniors have forgotten who came up with the idea.<br /><P><LI><B>Categorically correct</B><br />Be categorical.  Outlaw modes and domains of design categorically.  No numbers, because numbers are for geeky losers; not consumers of fine interactive art.<br /><P><LI><B>Impose arbitrary constraints</B><br />No chickens in level 4, because players hate out of context chickens.  Duh!<br /><P><LI><B>Be outspoken</B><br />Have an opinion and fight to the death over the opinion.  Don't let a finger hit the keyboard until everyone agrees with you on how the marshmellow power-ups in the Easter Egg will be implemented.<br /><P><LI><B>Polish, polish, polish!</B><br />Make sure the cinematics are picture perfect, the dialogue is recorded, and the prerendered scenes are complete before prototyping gameplay.  <br /><br /><br /><br /><P><H3>Production</H3><br /><P><LI><B>Use only the best</B><br />Acquire the most popular license, and the best talent.  Accept only the highest production values.  Aim for full orchestra music, the fastest renderers, the most sophisticated AI, the most gorgeous eyeball shaders.  Because with you at the helm, success is assured.  <br /><P><LI><B>Build tools first</B><br />The best tools are the ones that are highly usable.  Refuse to use any tool without a WIMP interface and robust error checking.  Anybody knows that all designer errors are ultimately tools programmer errors.<br /><P><LI><B>Get more RAM</B><br />Don't those tech heads get it?  You need to run applications, not have applications run you.  Run no less than 10 at once and get the tech heads to remember:  your RAM is more important than rendering.  Your primary deliverable is ideas, and your chief bottleneck is RAM.<br /><P><LI><B>Never write code</B><br />Code can only do one of two things:  work or not work.  And a coder can only do one of two things:  agree with you or disagree.  Since you already agree with yourself it would be redundant for you to be a coder.  Besides it would rob a team member from a valuable relationship with you.<br /><P><LI><B>Play a game</B><br />And play it some more.  Play the most obscure games possible.  When someone disagrees with your health meter, bring up Dungeons of Daggorath as an example.  When someone disagrees with your combat interface, bring up Mail Order Monster.  Or with your job selection, bring up Everway.  With your platformer level, bring up Montezuma's Revenge.  Eventually you'll get one that the benighted subject hasn't played and then you can dismiss them with a pitying glance.<br /><P><LI><B>Rise through the ranks</B><br />Get out of the level designer hot seat as fast as you can.  Get to game designer quickly, or even better Creative Director.  No even better: Chief Creative Officer.  Like a salmon swimming upstream, leap into preproduction as soon as possible; avoid the downstream pollution of production.  Send the downstream developer guppies your effusing inspirational Word documents.  <br /><P><LI><B>Enlist subordinates</B><br />Nothing is more essential to growing as a designer than to have hard-working but unimaginative subordinates.  The best kind are ones that seem hard working and imaginative.  With these you can later disprove their imagination, until they properly fork over credit to you as the source of all new, accepted ideas.<br /><P><LI><B>Delegate</B><br />Delegate minor details like the definition of the amazing new technologies to junior designers.  They need to feel included in the process.<br /><br />Hand off your <I>high</I> concept designs to junior designers to implement.  A great designer has more great ideas than time to implement.  Hand off to promising junior designers who are in need of guidance but technically proficient.  <I>Never</I> get stuck carrying a project from conception to production.  Production is for associate producers, not designers.<br /><P><LI><B>Always remember that nobody is perfect</B><br />And never let your subordinates forget it.<br /><P><LI><B>Direct in person</B><br />But never commit or otherwise leave a paper trail back to your direction.  Consistency is the hobgoblin of little minions.<br /><P><LI><B>Enforce the story at all costs</B><br />At ALL costs.<br /><P><LI><B>Be specific</B><br />But only after you've seen the output of your previous, vague request.  Artists love to read minds.  They like it even more when you play mind games with them.  <br /><P><LI><B>Couch everything between high impact verbs</B><br />This boss battle could use more <I>hot crisis action.</I>  <br /><P><LI><B>Refuse to comment on anything but production values</B><br />until the game is nearly done, and then get the design changed.  Who could possibly have time to comment on control mapping or environment modeling when placeholder particle systems on the fountain are two hours behind the modelers' latest?<br /><P><LI><B>Request a change and then request a change back</B><br />There is no better way to maintain directorial prerogative than to be arbitrary.  Should the interface include a bondo meter?  Should the black dragon bone assembly puzzle have a tutorial?  Once you've decided your true answer, reverse it when making the first request.  Every developer loves such a logic puzzle:  He told me to make it blue, which means he really wants it red, unless he thought I would think that in which case he really will want it blue...<br /><P><LI><B>Judge quality objectively</B><br />The proper metric for an iteration on any aspect of design is how closely the result matches your idea.  If, upon review, a developer reminds you what your best idea was, even better.  Reward this astute designer with no further request for change.<br /><P><LI><B>Redesign</B><br />A good design is never complete until the basics of the environment, stages, and structure have been implemented and then redesigned.  Repeat this process until everyone agrees with your opinion.  <br /><P><LI><B>Make a clear distinction between tasteful and untasteful</B><br />As with any distinction, be objective and consistent:  Your taste should be the metric to judge by.  Be consistent; make no exceptions.  Not all efforts to entertain are created equally; those that come closer to satisfying your sophisticated tastes are worth refining.  Everything else should be scrapped.  The more times a feature or asset is scrapped the more emphatically the developer learns.  <br /><P><LI><B>Screen playtesters</B><br />Evaluate their qualifications to comment on your masterpiece.<br /><P><LI><B>Save the best for the sequel</B><br />Reserve the best ideas (especially those you borrowed) for the sequel to your upcoming hit.  Let nothing ubercool be implemented until the sequel.  (And get first option to work on the sequel..)<br /><P><LI><B>Travel</B><br />The less you actually appear in the development studio, the better.<br /><br /><br /><br /><P><H3>Public Relations</H3><br /><P><LI><B>Have a great idea</B><br />And say it's covered by your NDA.  Sorry can't talk about that.<br /><P><LI><B>Interview the press</B><br />Be the single point of contact to the public.<br />Remember these keywords and you'll have a drooling media mate:<br /><UL><br />  <LI>"Don't know" is pronounced "See-Kret".<br />  <LI>"Haven't decided" is pronounced "Can't reveal at this time".<br />  <LI>"We're hoping you'd tell us" is pronounced "Expect more news on this soon".<br />  <LI>"O crap, I should be taking notes!" is pronounced "That hasn't been fleshed out".<br /></UL><br /><P><LI><B>Always post on the forums</B><br />Always read the forums.  Befriend the community leaders and get your name firmly entrenched in everyone's mind.  Think of them as your base.  Feed them what they want to hear without concrete promises.  <br /><P><LI><B>Practice debate</B><br />Speak eloquently and profusely.  Conjure poetic allusions and make authoritative arguments based on sound premises (no extra points for relevance).  During your debate, if all else fails, invoke the <I>human condition.</I><br /><P><LI><B>Give talks</B><br />On design, or a book report on your favorite new book.  The topic is not important; the free pass and after-talk schmoozing on why [games/developers] [are/are not] [dead/ art/visionary/rote].  Use these talks to vet which ideas are impractical yet dreamy enough for the public to swallow as <I>innovative.</I><br /><P><LI><B>Collect other people's ideas</B><br />Always give credit where credit is due, which is to those who agree with you.  And for those that don't agree with you, at least acknowledge their inferior scope as some more technical and mechanical subdivision under your domain of Design, or even better, your domain of Creativity.<br /><P><LI><B>Make it clique</B><br />Praise your supporters, throw them a bone.  Ignore your detractors, or better, refer to their work out of context, and make offhand remarks about their philosophical points of view. <br /><P><LI><B>Socialize, network</B><br />Grab your next great project before this one is on the shelf (or in the can).<br /><P><LI><B>Never ever miss a conference</B><br />Ever.  Always book yourself with bigwigs in the industry.  All great people are busy; so be busy, too busy for the little people.<br /><P><LI><B>Drop names</B><br />The bigger the better.  Make anyone who has to argue with you argue with John Romero, Hideo Kojima, and Shigeru Miyamoto.<br /><P><LI><B>Consider changing your name</B><br />If it doesn't have that ring, who'll sing your praises?<br /><P><LI><B>Espouse the dilemma of the designer</B><br />Publicly and loudly.  Talk about what is wrong with the industry.  Bemoan the lack of originality.  Declare revolution and promote innovation.  Elevate games to an art form, and debate fine aesthetics.  Leave no grievance unvoiced.<br /><P><LI><B>Redefine the industry</B><br />You're in interactive entertainment.  Leave <I>games</I> to the peons and codemonkeys.  You are above that.  <br /></OL><br /><P><br /><br /><br />So why stupidly slave away, now that you know the secrets of success?  Should your success vary, double your diligence.  By faithful application of every tip, you cannot help but to ascend to greatness and eventually carve your name on the slate that lists the gods of game design, which have trodden this same path.<br /><P><br /><I>-- The Devil's Ludographer</I><br /></UL><br />]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[Tales Project]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/jantonisse/2006/09/tales_project.html" />
		<modified>2006-09-22T16:10:09Z</modified>
		<issued>2006-09-22T15:07:02Z</issued>
		<id>tag:,2006-09-22:interactive.usc.edu/members/jantonisse/:128</id>
		<created>2006-09-22T15:07:02Z</created>
		<summary type="text/plain"><![CDATA[One of my main interests (besides good mexican food, wild egrets and that side-scroller I'm...]]></summary>
		<author>
			<name>jantonisse</name>
			<url>http://interactive.usc.edu/members/jantonisse/</url>
		</author>
		<dc:subject>, Tales	</dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/jantonisse/2006/09/tales_project.html">
			<![CDATA[One of my main interests (besides good mexican food, wild egrets and that side-scroller I'm always talking about) is the development of creative tools through the medium of games.  I'm especially interested in anything that actually helps people generate original ideas in an entertaining way.  To this end I've been developing a project since my junior year in college, currently called Tales.<br /><br />Tales is (in blurb form) a competitive improv storytelling game.  More specifically, its a game where players use prompts to advance a story of their own creation, sentence by sentence, through a graphical landscape that represents narrative possibility.  You move an avatar representing your story's central character across this landscape, from "the beginning" of their story through multiple islands representing plot, structure and tone elements ("Accidents and Misfortunes", "Diatribes and Rambles", etc.), towards "the end".  At each of these islands you are offered choices of writing prompts, which can be used in a literal or fugurative fashion to advance your story.  Every time you write a new sentence, you engage the competitive aspect of the game... you play a game with the other players.  If you managed to creatively use a prompt, you are able to keep your sentence and advance... however if you used a prompt which was too obvious, the players can send your story in a different direction, or even change words around to alter your story's meaning.  <br /><br />In it's current form Tales is a board game, made of wood, with about 1000 index-card prompts (5 options each) and 34 possible avatars.  I've played it with 30 or so different friends, enemies and acquaintances... and gotten about 50 different stories out of it (the short story my grandmother wrote from the perspective of a monkey was enough to make the whole thing worthwhile).  This prototype is over 4 years old... and its about time for a revision.  <br /><br />In the next few months I'm going to be holding some games of Tales which will hopefully result in some major rule changes.  In terms of long-term plans, I'd like to turn this into something that could be played with a word processor and bring it online.  <br /><br />If anyone's interested in playing this game in current form and/or helping on its development, let me know.  Every play session I've gone through has been thoroughly ridiculous and a lot of fun.  And my favorite part: at the end of the game you will have made an original, albeit four-a.m.-strange, short story.  ]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[Scholarship for Women to Serious Games Summit]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/kellee/archives/006790.html" />
		<modified>2006-08-28T16:03:04Z</modified>
		<issued>2006-08-28T15:59:27Z</issued>
		<id>tag:,2006-08-28:interactive.usc.edu/members/kellee/:21</id>
		<created>2006-08-28T15:59:27Z</created>
		<summary type="text/plain"><![CDATA[Microsoft Research Offering Serious Game Summit ScholarshipNote: I have not confirmed, but...]]></summary>
		<author>
			<name>kellee</name>
			<url>http://interactive.usc.edu/members/kellee/</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/kellee/archives/006790.html">
			<![CDATA[<strong>Microsoft Research Offering Serious Game Summit Scholarship</strong><br /><br />Note: I have not confirmed, but previously these Microsoft Research Scholarships have been open to Interactive Media MFA students as well.  If you are intersted, follow the link to find out who to email regarding further information.<br /><br />Microsoft Research is seeking 10 female computer science students currently involved in serious game development and research to send to this October's Serious Game Summit in Washington DC.<br /><br />The selected team of "Microsoft Female Academic All-Stars" will be rewarded with a sponsored trip to the Summit (run by the CMP Game Group, as is Gamasutra.com) to attend its sessions, lectures, and roundtable discussions.<br /><br />They will also have a chance to convene for an exclusive lunch to meet a yet unannounced industry executive to "discuss the issues surrounding female game developers and to learn about career opportunities in the field."<br /><br />Information on how to apply can be found <a href=http://www.gamasutra.com/php-bin/news_index.php?story=10634>here</a>. ]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[Whoa 2142]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/kleung/2006/03/whoa_2142.html" />
		<modified>2006-03-22T01:57:24Z</modified>
		<issued>2006-03-22T01:52:29Z</issued>
		<id>tag:,2006-03-22:interactive.usc.edu/members/kleung/:85</id>
		<created>2006-03-22T01:52:29Z</created>
		<summary type="text/plain"><![CDATA[I love the way Dice & EA setup the context of this game, and the way the trailer pushes the game...]]></summary>
		<author>
			<name>kyleung</name>
			<url>http://interactive.usc.edu/members/kleung/</url>
		</author>
		<dc:subject>, Game Industry	</dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/kleung/2006/03/whoa_2142.html">
			<![CDATA[I love the way Dice & EA setup the context of this game, and the way the trailer pushes the game as a emotional experience with a narrative.<br /><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/V-DnK-d_sp0"></param><embed src="http://www.youtube.com/v/V-DnK-d_sp0" type="application/x-shockwave-flash" width="425" height="350"></embed></object>]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[EA SPORTS Campus Representative Job]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/kellee/archives/005838.html" />
		<modified>2005-12-05T16:26:41Z</modified>
		<issued>2005-12-05T16:23:21Z</issued>
		<id>tag:,2005-12-05:interactive.usc.edu/members/kellee/:21</id>
		<created>2005-12-05T16:23:21Z</created>
		<summary type="text/plain"><![CDATA[For more information, download the flier.]]></summary>
		<author>
			<name>kellee</name>
			<url>http://interactive.usc.edu/members/kellee/</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/kellee/archives/005838.html">
			<![CDATA[<img alt="EARookieJob.jpg" src="http://interactive.usc.edu/members/kellee/archives/EARookieJob.jpg" width="500" height="305" /><br /><br />For more information,<a href="http://interactive.usc.edu/members/kellee/archives/EA%20Rookie%20Job%20Description%20%282%29.rtf"> download the flier.</a>]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/shonting/2005/12/post.html" />
		<modified>2005-12-01T23:22:15Z</modified>
		<issued>2005-12-01T23:01:22Z</issued>
		<id>tag:,2005-12-01:interactive.usc.edu/members/shonting/:101</id>
		<created>2005-12-01T23:01:22Z</created>
		<summary type="text/plain"><![CDATA[Todd CarrantoPeter Van DykeHerb YangShon-Ting FuKuhundle is the german word for “horse...]]></summary>
		<author>
			<name>shonting</name>
			<url>http://interactive.usc.edu/members/shonting/</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/shonting/2005/12/post.html">
			<![CDATA[Todd Carranto<br />Peter Van Dyke<br />Herb Yang<br />Shon-Ting Fu<br /><br /><img alt="Kuhhandel-card.jpg" src="http://interactive.usc.edu/members/shonting/Kuhhandel-card.jpg" width="216" height="211" /><br /><br /><br /><strong>Kuhundle</strong> is the german word for “horse trade,” which constitutes one of<br />the two main mechanics in the game. The horse traid represents the<br />manner by which players steal and lose animals towards the end of the<br />game. Play also revolves around an animal auction mechanic (with which<br />you buy animals to gain multipliers and points), which is essentially a<br />bidding system that brings new animal cards into the game. These two<br />mechanics are explained by the game as being a sort of animal auction.<br /><br /><strong>Dramatic Elements:</strong><br />The dramatic elements in Kuhundle are the players and consequently the<br />values of the animals. The horse trade tactic, which allows you to steal<br />animals from other players, has a strong effect on the perceived value<br />of the animal cards. Because completed sets are safe from other players,<br />and count as a multiplier at the end of the game, it can become<br />strategic to take a chicken fro<br />m another player, or to disallow a<br />competitor from stealing a donkey, regardless of the point values.<br />Multipliers are far more important than actual point values as long as<br />you have a reasonably high point value animal, and this creates the<br />dynamic elements to the game. In no two games will the animals be<br />distributed the same way, and as such the game appears to repeat players<br />to be dynamic. Animals also enter the game in a different order each<br />time due to shuffling of the deck (this includes the donkey card, which<br />pays out money each time it is drawn from the deck. This is the only way<br />in which money is introduced to the game).<br /><br /><strong>Play Experience</strong><br />Kuhundle was a great game to be exposed to and the reason for that is because the game creates<br />a tense competition between the horse trades and the auctions. This type of tension between players <br />allows us to extend the use of our brain whether that is for intimidation and/or anticipation. Throughout<br />the game, we came to a conclusion that keeping track of where the money is going between the players<br />becomes a critical observation. Having the cash flow and the knowledge of how the money is distributed<br />among the players keeps the competition alive. For example, Shon held 3 cards of both the cow (800 pts) and horse (1000 pts), completing both sets and any additional set would essentially win Shon the game, however, <br />since everyone else is aware of that fact, the holders of the last horse and cow made sure that they had enough cash on them to keep the pressure on Shon and not get bought out easily. The rest of the game narrowed down to<br />a battle of the mind.]]>
		</content>
	</entry>
	<entry>
		<title><![CDATA[Play Experiment: Acquire]]></title>
		<link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/shonting/2005/12/play_experiment_acquire.html" />
		<modified>2005-12-01T22:56:04Z</modified>
		<issued>2005-12-01T22:46:27Z</issued>
		<id>tag:,2005-12-01:interactive.usc.edu/members/shonting/:101</id>
		<created>2005-12-01T22:46:27Z</created>
		<summary type="text/plain"><![CDATA[CTIN 488Zack KellerPeter Van DykeShon-Ting FuJonathan ZabelTodd CarrantoTre FordAcquire Play...]]></summary>
		<author>
			<name>shonting</name>
			<url>http://interactive.usc.edu/members/shonting/</url>
		</author>
		<dc:subject></dc:subject>
		<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/members/shonting/2005/12/play_experiment_acquire.html">
			<![CDATA[CTIN 488<br />Zack Keller<br />Peter Van Dyke<br />Shon-Ting Fu<br />Jonathan Zabel<br />Todd Carranto<br />Tre Ford<br /><br />Acquire Play test<br /><br /><br /><strong>Formal Elements</strong><br />	The formal elements of Acquire consist of essentially just the board. From game to game this stays constant, while the tiles that are placed on it and the distribution of money change.<br /><br /><strong>Dynamic Elements</strong><br />	The primary dynamic elements consisted of the tiles and the money. Tiles are what players use to create, expand, and merge chains. As the game progresses and chains merge, money is distributed to players through Primary/Secondary stockholder bonuses and the selling of stocks they control in defunct chains. <br /><br /><strong>Dramatic Elements</strong><br />	The game doesn't have characters per se but the player is able to become a powerful business/property owner and therefore takes on that persona. As you play through, you are able to see your empire grow/topple and actually feel worried about what the other people will do next.<br />	You literally build the story in this game creating power struggles, conflicts with other hotel chains, and the personal choices therein.  The set up is you are trying to create the largest hotel chain in order to end up with the most money at the end of the game.  Through gameplay, the story emerges as empires are built, chains are acquired, and players are cheated out of their profits.<br />	The dramatic arc didn't work quite as well in this game because it is about continuously building until you have the most money and therefore had no real climax.  Instead, players emerged as dominant about halfway through and left the others to devise new ways of making profit.  This changed the dynamic but the dominant stockholders still stayed on top.<br /><br /><strong>Play Experience</strong><br /><br />Dramatic Elements: Challenge<br />•	Clear Goals and Feedback<br />o	You want to:<br />o	Increase the value of your shares.<br />o	Have your chain bought out.<br />o	Gain control of the most shares.<br />•	Flow<br />o	Depends on the skill levels of the other players.<br />Dramatic Elements: Play<br />•	Player types that thrive:<br />o	The Competitor<br />o	The Collector<br />•	Participant play:<br />o	Each player has a stake in the end outcome of the game.<br />Dramatic Elements: Premise<br />•	Charged world of corporate acquisitions:<br />•	Wealthy hotel-chain owning moguls.<br />•	Money and stock are vital game resources.<br /><br />]]>
		</content>
	</entry>
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