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   <title>limelight</title>
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   <id>tag:interactive.usc.edu,2008:/members/cnie/180</id>
   <updated>2008-08-27T23:34:57Z</updated>
   
   <generator uri="http://www.sixapart.com/movabletype/">Movable Type 3.31</generator>

<entry>
   <title>::poke::</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/cnie/2008/08/poke.html" />
   <id>tag:interactive.usc.edu,2008:/members/cnie//180.9174</id>
   
   <published>2008-08-27T23:34:23Z</published>
   <updated>2008-08-27T23:34:57Z</updated>
   
   <summary>Just a test post to ensure that crossposting to 532 works....</summary>
   <author>
      <name>Cynthia Nie</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/cnie/">
      <![CDATA[<p>Just a test post to ensure that crossposting to 532 works.</p>]]>
   </content>
</entry>
<entry>
   <title>The Colossus and the Comedian</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/cnie/2008/08/the_colossus_and_the_comedian.html" />
   <id>tag:interactive.usc.edu,2008:/members/cnie//180.9168</id>
   
   <published>2008-08-26T19:55:22Z</published>
   <updated>2008-08-26T20:42:21Z</updated>
   
   <summary>Apparently this is a really old article, but as it pertains to one of my absolute favorite games of all time... I just have to link it. Has anyone seen Reign Over Me (Adam Sandler, Don Cheadle)? Apparently it has...</summary>
   <author>
      <name>Cynthia Nie</name>
      
   </author>
   
   <category term="982" label="movies" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1464" label="shadow of the colossus" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/cnie/">
      <![CDATA[<p>Apparently this is a really old article, but as it pertains to one of my absolute favorite games of all time... I just have to link it. Has anyone seen <em>Reign Over Me</em> (Adam Sandler, Don Cheadle)? Apparently it has segments of (Sony and designer Fumito Ueta-approved) <em>Shadow of the Colossus</em> footage... and not just in a meager cameo.</p>

<p>The plot of the film apparently called for Sandler's character to be more or less obsessed with a video game as a coping mechanism for dealing with his family's deaths... and <em>Shadow of the Colossus</em> was chosen for its particular gameplay and story, over some other more generic video game footage or <span class="caps">MMO</span>!</p>

<blockquote><p>"You could see where someone who was dealing with 9/11 would be engrossed by a giant that keeps collapsing over and over again," he says. Charlie's therapy was <em>Shadow of the Colossus</em> ... As the game was demoed, the filmmaker saw how it worked thematically. And when Adam Sandler finally came on board, the script was changed so that it specifically mentioned the game's title and sent to Sony Computer Entertainment to get the game's lead designer, Fumito Ueda, to approve of Shadow's inclusion. Weeks later, his reply came through: Greenlight.</p></blockquote>

<p>Full article here: <a href="http://kotaku.com/gaming/top/feature-the-colossus-and-the-comedian-246286.php">The Colossus and the Comedian</a>.</p>]]>
   </content>
</entry>
<entry>
   <title>Horribly Wrong</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/cnie/2008/08/horribly_wrong.html" />
   <id>tag:interactive.usc.edu,2008:/members/cnie//180.9140</id>
   
   <published>2008-08-16T16:55:18Z</published>
   <updated>2008-08-16T16:56:43Z</updated>
   
   <summary><![CDATA[Okay. I found this comic to be hilarious, but I guess it might have been a little too design-oriented for some of my friends. Let's see if anyone cares for it in this community. &gt;_&gt; xkcd's Horribly Wrong....]]></summary>
   <author>
      <name>Cynthia Nie</name>
      
   </author>
   
   <category term="642" label="design" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/cnie/">
      <![CDATA[<p>Okay. <strong>I</strong> found this comic to be hilarious, but I guess it might have been a little too design-oriented for some of my friends. Let's see if anyone cares for it in this community.  &gt;_&gt;</p>

<p>xkcd's <a href="http://xkcd.com/463/">Horribly Wrong</a>.</p>]]>
   </content>
</entry>
<entry>
   <title>Wii will develop surgical skills</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/cnie/2008/08/wii_will_develop_surgical_skil.html" />
   <id>tag:interactive.usc.edu,2008:/members/cnie//180.9135</id>
   
   <published>2008-08-11T00:06:24Z</published>
   <updated>2008-08-11T00:09:11Z</updated>
   
   <summary>This is old hat for most gamers, but one always likes to see the overwhelming evidence. The idea of using games to train doctors is nothing new; a study in 2007 also showed that doctors who spent time playing video...</summary>
   <author>
      <name>Cynthia Nie</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/cnie/">
      <![CDATA[<p>This is old hat for most gamers, but one always likes to see the overwhelming evidence.</p>

<blockquote><p>The idea of using games to train doctors is nothing new; a study in 2007 also showed that doctors who spent time playing video games showed better performance in laparoscopic tests than even doctors with more experience in those procedures. The test used three games, Super Monkey Ball 2, Star Wars Racer Revenge, and Silent Scope, to "score" doctors on their gaming skills, and the correlation was strong: the surgeons who scored in the top third in those games performed surgical tests in 40 percent less time, with 50 percent fewer errors. The next time you're going under the knife, it might be smart to see what games your doctors play. If they say Solitaire, get a second opinion.</p></blockquote>

<p><a href="http://arstechnica.com/news.ars/post/20080808-wii-will-develop-surgical-skills.html">Full article on Ars Technica</a>.</p>]]>
   </content>
</entry>
<entry>
   <title>Designing my own ARG (post-mortem)</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/cnie/2008/07/designing_my_own_arg_postmorte.html" />
   <id>tag:interactive.usc.edu,2008:/members/cnie//180.9114</id>
   
   <published>2008-07-19T09:12:42Z</published>
   <updated>2008-08-26T23:03:21Z</updated>
   
   <summary>So this summer I am teaching at the Academic Talent Development Program (ATDP), hosted by UC Berkeley, as usual. And as usual, the class meets MWF, with one Friday falling on July 4th. The program&apos;s policy is to cancel the...</summary>
   <author>
      <name>Cynthia Nie</name>
      
   </author>
         <category term="spotlight" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="1466" label="alternate reality" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="642" label="design" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="35" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1383" label="internet" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/cnie/">
      <![CDATA[<p>So this summer I am teaching at the Academic Talent Development Program (ATDP), hosted by UC Berkeley, as usual. And as usual, the class meets <span class="caps">MWF, </span>with one Friday falling on July 4th. The program's policy is to cancel the July 4th session and make it up at a later date. I was struggling to think of something fun for our class to do at this make-up session, since the computer lab we are usually assigned would be unavailable.</p>

<p>Originally I wanted to take them on a field trip, but the only viable candidate (the San Jose Tech Museum) was prohibitively far away. So instead, I came up with the seemed-sane-at-the-time idea of designing an alternate reality game for the students to play, revolving around the UC Berkeley campus. The class would be split up into groups of 4-6, each led by a <span class="caps">TA, </span>and given a laptop from <span class="caps">ATDP'</span>s mobile computer lab for accessing the online portion.</p>

<p>It took me about two to three weeks to come up with the entire game, from the puzzles to storyline to actually planting online hooks and goals. I looked at some existing <span class="caps">ARG</span>s for inspiration, but for the most part I think the game is fairly original (at least I think so -- I admit I did not do very much indepth research). </p>

<p>The day before yesterday (07/18) was the make-up session where the game actually took place and I was relatively pleased with the results. In general, I think the puzzles might have been a little on the tougher side, but that did not stop a couple groups from steamrolling through it anyway. </p>

<p>Some notes on the process of designing <span class="caps">TAJA </span>(TIC And Java Adventure -- the instructor of the Java class wanted his class to do it too, since he was afflicted with the same make-up day woes as us)...</p>]]>
   </content>
</entry>
<entry>
   <title>Elevator Park</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/cnie/2008/07/elevator_park.html" />
   <id>tag:interactive.usc.edu,2008:/members/cnie//180.9101</id>
   
   <published>2008-07-09T07:19:09Z</published>
   <updated>2008-07-09T08:28:23Z</updated>
   
   <summary>Finally. :P Elevator Park. This was my final project for CTIN 544. Basically I just had this idea for a maze of elevators, with famous characters running amok within... and whenever you encountered said famous person, you&apos;d hear their theme...</summary>
   <author>
      <name>Cynthia Nie</name>
      
   </author>
         <category term="spotlight" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="1411" label="ctin 544" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="142" label="flash" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="373" label="music" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/cnie/">
      <![CDATA[<p>Finally.  :P  <a href="/members/cnie/2008/07/08/ElevatorPark/">Elevator Park</a>. </p>

<p>This was my final project for <span class="caps">CTIN</span> 544. Basically I just had this idea for a maze of elevators, with famous characters running amok within... and whenever you encountered said famous person, you'd hear their theme song, only it'd be "elevator muzak" style. I originally used this idea for the "movie map" assignment, but because what I came up with was so completely lackluster compared to the original concept (which I really liked), I revamped the whole thing and made it my final project, since the last assignment's instructions were kind of free-for-all.</p>

<p class="left" style="float:left;padding-left:1em"><a href="/members/cnie/2008/07/08/ElevatorPark/"><img src="/members/cnie/2008/07/08/elevatorpark.jpg" alt="" /></a></p>

<p>I was pleased with it, but didn't have time to do stick figures (had little blocks) and had a bizarre bug with some of the Rider logic.</p>

<p>After the semester was over, I vowed to remedy these things and finally got around it. So I fixed the bug (had to rewrite allllll my Rider logic in order to pin it down, grargh) and put in some extremely mediocre walking stick figures, so now it's at a state in which I don't mind posting it. There's still some weird behavior with Riders, but very few and far between now... and not quite worth tracking down.  >_< </p>

<p>Considering I don't know jack about animating in Flash (or... in anything else, for that matter), I'm relatively satisfied with what I learned.  x_X  (Thanks Brandi, for helping me figure out what I was doing wrong with multiple animations in one movie clip.  :x  )</p>

<p>For the record, I did not do the music arrangements... my friend Sam Pierce did, incidentally the same guy who does the WoW machinima that I've plugged previously.</p>]]>
   </content>
</entry>
<entry>
   <title>Air Hockey Robot</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/cnie/2008/07/air_hockey_robot.html" />
   <id>tag:interactive.usc.edu,2008:/members/cnie//180.9098</id>
   
   <published>2008-07-05T18:44:02Z</published>
   <updated>2008-07-05T18:47:00Z</updated>
   
   <summary>Robot that can play air hockey. Good defender, not so good at offense. But the most interesting thing was how it plays completely differently from a human. Because a human would be moving their paddle back and forth depending on...</summary>
   <author>
      <name>Cynthia Nie</name>
      
   </author>
   
   <category term="197" label="ai" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1402" label="robotics" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="659" label="video" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/cnie/">
      <![CDATA[<p><a href="http://kotaku.com/5021966/air-hockey-playing-robot-breaks-my-heart">Robot that can play air hockey</a>.</p>

<p>Good defender, not so good at offense. But the most interesting thing was how it plays completely differently from a human. Because a human would be moving their paddle back and forth depending on where the puck is... that's just how we work. But you can see that the robot automatically moves its paddle across to the other side from the puck, just because it knows it's going to be after it bounces off the wall.</p>]]>
   </content>
</entry>
<entry>
   <title>is.god anyone?</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/cnie/2008/06/isgod_anyone.html" />
   <id>tag:interactive.usc.edu,2008:/members/cnie//180.9083</id>
   
   <published>2008-06-27T04:23:08Z</published>
   <updated>2008-06-27T04:34:57Z</updated>
   
   <summary><![CDATA[Holy %&amp;#$. Web regulators Thursday voted to allow the creation of thousands of new domain names, from .paris to .Pepsi, in one of the biggest shake-ups in Internet history, a French web official said. Under the new system, the web's...]]></summary>
   <author>
      <name>Cynthia Nie</name>
      
   </author>
   
   <category term="1383" label="internet" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/cnie/">
      <![CDATA[<p>Holy %&amp;#$.</p>

<blockquote><p>Web regulators Thursday voted to allow the creation of thousands of new domain names, from .paris to .Pepsi, in one of the biggest shake-ups in Internet history, a French web official said.<br />
  <br />
Under the new system, the web's 1.3 billion users would be able from 2009 to buy an unlimited number of generic addresses based on common words, brands or company names, cities or proper names.</p></blockquote>

<p><a href="http://afp.google.com/article/ALeqM5jienXKDbIYHNPcywgq84IqyHtbPw">Internet body approves domain name big bang</a>.</p>

<p>That's going to be just insane...</p>]]>
   </content>
</entry>
<entry>
   <title>Game Designer Wishes</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/cnie/2008/06/game_designer_wishes.html" />
   <id>tag:interactive.usc.edu,2008:/members/cnie//180.9061</id>
   
   <published>2008-06-11T20:08:14Z</published>
   <updated>2008-06-11T20:23:38Z</updated>
   
   <summary>Um, I haven&apos;t actually read it yet (wanted to plug it first), but it&apos;s probably enlightening! Article at 1up.com... Three Wishes: Game Genie Grants Developers Their Hearts&apos; Desires. &quot;Dear developer,&quot; our offer went, &quot;if you could, at the wave of...</summary>
   <author>
      <name>Cynthia Nie</name>
      
   </author>
   
   <category term="642" label="design" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="35" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/cnie/">
      <![CDATA[<p>Um, I haven't actually read it yet (wanted to plug it first), but it's probably enlightening! Article at 1up.com...</p>

<p><a href="http://www.1up.com/do/feature?cId=3168113">Three Wishes: Game Genie Grants Developers Their Hearts' Desires</a>.</p>

<blockquote><p>"Dear developer," our offer went, "if you could, at the wave of a magic wand, overcome some technological hurdle in game development, what would it be? And more important, what would it allow you to do that you can't do today? Ultimately, this is about you making the games you want to make. You can make one wish, or you can make three." Seventeen prominent gamemakers wished away, and in the process, revealed what troubles they face today as well as the trajectory the medium might take tomorrow.</p></blockquote>

<p>[edit] Actually not as fantastic as I thought it would be, though still a decent read. Too many of the developers wanted brain-imaginings-to-reality tools (come on... who doesn't want that...).</p>

<p>But leave it up to Will Wright to want something as mundane (?) as perfect pathfinding.  O.o</p>]]>
   </content>
</entry>
<entry>
   <title>Pacmba</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/cnie/2008/06/pacmba.html" />
   <id>tag:interactive.usc.edu,2008:/members/cnie//180.9060</id>
   
   <published>2008-06-11T20:04:46Z</published>
   <updated>2008-06-11T20:06:07Z</updated>
   
   <summary>Roomba Modded into a Pac-Man. Now he just needs to build a big maze and fill it with glow in the dark dust-bunnies....</summary>
   <author>
      <name>Cynthia Nie</name>
      
   </author>
   
   <category term="681" label="mod" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="659" label="video" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/cnie/">
      <![CDATA[<p><a href="http://kotaku.com/5015340/roomba-modded-into-pac+man-awesome">Roomba Modded into a Pac-Man</a>.</p>

<p>Now he just needs to build a big maze and fill it with glow in the dark dust-bunnies.</p>]]>
   </content>
</entry>
<entry>
   <title>3D Crayola Chalk</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/cnie/2008/05/3d_crayola_chalk.html" />
   <id>tag:interactive.usc.edu,2008:/members/cnie//180.9045</id>
   
   <published>2008-05-24T23:41:52Z</published>
   <updated>2008-05-24T23:45:22Z</updated>
   
   <summary>Saw a commercial for this on TV and had to look into it. ::lol:: 3D Sidewalk Chalk. I love how their Flash demo only shows the &quot;popped out&quot; versions of the sidewalk, instead of letting you see both glasses on...</summary>
   <author>
      <name>Cynthia Nie</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/cnie/">
      <![CDATA[<p>Saw a commercial for this on TV and had to look into it. ::lol::</p>

<p><a href="http://www.crayola.com/products/splash/OUTDOOR/3dchalk.cfm">3D Sidewalk Chalk</a>. </p>

<p>I love how their Flash demo only shows the "popped out" versions of the sidewalk, instead of letting you see both glasses on and off.  :P  The commercial's cute, though.</p>]]>
   </content>
</entry>
<entry>
   <title>Creating objects that tell stories</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/cnie/2008/05/creating_objects_that_tell_sto.html" />
   <id>tag:interactive.usc.edu,2008:/members/cnie//180.9043</id>
   
   <published>2008-05-23T06:53:39Z</published>
   <updated>2008-05-23T06:59:13Z</updated>
   
   <summary>Another TED talk! I love TED so much. Creating objects that tell stories. This one is from designer Yves Behar, who designed some stuff I don&apos;t recognize, but apparently are somewhat iconic in our new millenium... Leaf lamp, Jawbone headset....</summary>
   <author>
      <name>Cynthia Nie</name>
      
   </author>
   
   <category term="642" label="design" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="659" label="video" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/cnie/">
      <![CDATA[<p>Another <span class="caps">TED </span>talk! I love <span class="caps">TED </span>so much. </p>

<p><a href="http://www.ted.com/index.php/talks/view/id/266">Creating objects that tell stories</a>.</p>

<p>This one is from designer Yves Behar, who designed some stuff I don't recognize, but apparently are somewhat iconic in our new millenium... Leaf lamp, Jawbone headset. Okay, whatever.</p>

<p>But apparently he was also on the team for the XO laptop, aka the $100 laptop. Cool!</p>]]>
   </content>
</entry>
<entry>
   <title>Games and Plagiarism</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/cnie/2008/05/games_and_plagiarism.html" />
   <id>tag:interactive.usc.edu,2008:/members/cnie//180.9036</id>
   
   <published>2008-05-18T22:25:55Z</published>
   <updated>2008-05-19T02:22:10Z</updated>
   
   <summary>An article about plagiarism in video games -- if it can be called that -- by one Chris Bateman... I&apos;d never heard of him before, but I don&apos;t remember names very well. Plagiarism in Videogames? I actually don&apos;t think it&apos;s...</summary>
   <author>
      <name>Cynthia Nie</name>
      
   </author>
   
   <category term="1198" label="creativity" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="35" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/cnie/">
      <![CDATA[<p>An article about plagiarism in video games -- if it can be called that -- by one <a href="http://en.wikipedia.org/wiki/Chris_Bateman">Chris Bateman</a>... I'd never heard of him before, but I don't remember names very well.</p>

<p><a href="http://onlyagame.typepad.com/only_a_game/2008/05/plagerism-in-vi.html">Plagiarism in Videogames?</a></p>

<p>I actually don't think it's that compelling an article... the example of Tetris Attack -&gt; Bejeweled -&gt; Puzzle Quest is about the extent of my interest in it (especially since I've played all three games!). But the topic itself bothers me, especially in light of all the game prototyping we did in 488, where we always seemed to meander back towards games we had previously played and I frequently felt the need to slam down on the brakes before our prototype became a complete clone of Settlers of Catan. </p>

<p>Combine this with all these students I encounter during the summer. There's always just a small handful, bright as they are, that feel the need to plagiarise code or visual layout ideas (mine, no less -- as if they think I wouldn't recognize it!) ... and the theft/usage/modification/whatnot of ideas or mechanics becomes fairly important to me.</p>

<p>It bothers me immensely when people use things that don't belong to them. So where do I stand with video game mechanics? I'm still not really sure. When is it "innovating upon" a previous game mechanic, or maybe just "polishing" up another game so that it's playable by the masses? Or how about Japanese games that are jacked and reskinned (and maybe we'll add a button or two...) and resold to fresh American audiences?</p>

<p>As a human being, it is in my nature to be inspired by things I discover around me. But as a creative person, I am reluctant to indulge in derivative material and experiences.</p>

<p>It never occurred to me to consider "Indiana Jones and the Fate of Atlantis" to be a rip-off of "Sam and Max Hit the Road" (or vice versa, not sure which came first). They were made with the same game engine, so they play the exact same way... but no one would say one is a rip of another. Is it just because they're story-driven and therefore, the only thing that needs to be different is the story?</p>

<p>What if I took "Everyday Shooter" and just changed all the sound so that it was piano tracks and ... uh, riffs? (can pianos riff??) </p>

<p>At any rate, my brain is all over the place with this issue, so I'll stop before I get too muddled. Suffice to say I wonder if game mechanics are really something you can "plagiarise". Even if it does bother me that a large majority of Puzzle Quest's success is likely because it "borrowed" a mechanic from another game that is probably cited as the most addicting thus far ever made. </p>

<p>With web design, I run into this problem all the time. I see cool things made by other people and immediately want the same thing for my own (weblog/site/whatever). Instinctively I seem to understand where the boundaries lie. Copying this website's rotating banner image idea is okay, but hijacking the layout is not. I don't think the difference is just in how much you use, but more about how you use it. I can still be creative about what images I put in the banner rotation or where on the page I put it... but taking a layout is pretty much a one-step deal.</p>

<p>I guess what I would really like is a hard and fast rule about when something has been plagiarised in a "not okay" way. It seems like it might just have something to do with the amount of work you end up doing after the "copy" part has been done. But who knows.</p>

<p>I got the article from Kotaku... bunch of people left comments there that are more provocative than the article itself, frankly. <a href="http://kotaku.com/5009562/defining-plagiarism-in-video-games">Defining Plagiarism in Video Games</a>. </p>]]>
   </content>
</entry>
<entry>
   <title>Wall-Painted Animation</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/cnie/2008/05/wallpainted_animation.html" />
   <id>tag:interactive.usc.edu,2008:/members/cnie//180.9032</id>
   
   <published>2008-05-16T07:36:21Z</published>
   <updated>2008-05-16T07:38:27Z</updated>
   
   <summary>MUTO: An Ambiguous Animation ... the video&apos;s on Vimeo, so here&apos;s a direct link, cause it&apos;s bigger than the video on the webpage....</summary>
   <author>
      <name>Cynthia Nie</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/cnie/">
      <![CDATA[<p><a href="http://www.blublu.org/sito/video/muto.htm"><span class="caps">MUTO</span>: An Ambiguous Animation</a> ... the video's on Vimeo, so here's a <a href="http://www.vimeo.com/993998">direct link</a>, cause it's bigger than the video on the webpage.</p>]]>
   </content>
</entry>
<entry>
   <title>You Have To Burn The Rope</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/cnie/2008/04/you_have_to_burn_the_rope.html" />
   <id>tag:interactive.usc.edu,2008:/members/cnie//180.8995</id>
   
   <published>2008-04-26T22:46:33Z</published>
   <updated>2008-04-26T22:50:29Z</updated>
   
   <summary>I have no idea how to describe this. &quot;satire&quot; is the only word that comes to mind, but for the life of me, I can&apos;t figure out what exactly it might be a satire of. I am moved to share...</summary>
   <author>
      <name>Cynthia Nie</name>
      
   </author>
   
   <category term="142" label="flash" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="35" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/cnie/">
      <![CDATA[<p>I have no idea how to describe this. "satire" is the only word that comes to mind, but for the life of me, I can't figure out what exactly it might be a satire of.</p>

<p>I am moved to share it nonetheless.</p>

<p><a href="http://www.mazapan.se/games/BurnTheRope.php">You Have To Burn The Rope</a>.</p>]]>
   </content>
</entry>

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