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	<title>Mechanics in Motion</title>
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	<description>Chris Dodson on Game Design</description>
	<lastBuildDate>Fri, 10 Feb 2012 06:23:23 +0000</lastBuildDate>
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		<title>Dark Age Apocalypse</title>
		<link>http://indiegamesguild.com/ravenborne/dark-age-apocalypse/</link>
		<comments>http://indiegamesguild.com/ravenborne/dark-age-apocalypse/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 04:32:25 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[Game Reviews]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=332</guid>
		<description><![CDATA[Dark Age Apocalypse is a skirmish style miniature game set on the planet of Samaria, a dark post apocalyptic world suffering from the remains of the disintegration of organized corporate activity involving biological and chemical experimentation. Though the corporations have long since left the planet, centuries later the fallout has lead to settlements of survivors [...]]]></description>
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		<title>Part 4: The StoryGUIDE Model</title>
		<link>http://indiegamesguild.com/ravenborne/the-storyguide-model/</link>
		<comments>http://indiegamesguild.com/ravenborne/the-storyguide-model/#comments</comments>
		<pubDate>Mon, 09 May 2011 12:05:02 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[StoryGUIDE]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=262</guid>
		<description><![CDATA[Designing a game as a series of missions, sub-missions and atomic challenges, composed of interactive choices that lead to an overall goal─ then aligning these missions and challenges with plot satellites and kernels─ form the basis for the StoryGUIDE model. In order to introduce this process, three diagrams are presented: a narrative flow diagram, a [...]]]></description>
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		<title>Part 3: Parallels in Interactivity, Games and Narrative</title>
		<link>http://indiegamesguild.com/ravenborne/part-3-parallels-in-interactivity-games-and-narrative/</link>
		<comments>http://indiegamesguild.com/ravenborne/part-3-parallels-in-interactivity-games-and-narrative/#comments</comments>
		<pubDate>Mon, 09 May 2011 11:48:24 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[StoryGUIDE]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=242</guid>
		<description><![CDATA[The ideal model for storytelling in games will bring together common points of overlap in narrative structure, interactive systems and games. To do this I will examine the role of user choice in interactivity and compare this with the choices and goals made while playing a game. The resulting parallels will show common points that [...]]]></description>
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		<title>Part 2: Story in Games</title>
		<link>http://indiegamesguild.com/ravenborne/part-2-story-in-games/</link>
		<comments>http://indiegamesguild.com/ravenborne/part-2-story-in-games/#comments</comments>
		<pubDate>Mon, 09 May 2011 11:46:25 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[StoryGUIDE]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=239</guid>
		<description><![CDATA[Game Structure I wish to clearly state from the start that although this paper focuses a great deal on story, good game design should never be compromised for the sake of story, and this paper is ultimately about exploring the design problems associated with the mixing of the two. The goal is an effective way [...]]]></description>
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		<title>Part 1: What is StoryGUIDE?</title>
		<link>http://indiegamesguild.com/ravenborne/storyguide/</link>
		<comments>http://indiegamesguild.com/ravenborne/storyguide/#comments</comments>
		<pubDate>Mon, 09 May 2011 05:00:50 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[StoryGUIDE]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=226</guid>
		<description><![CDATA[The integration of story into video games has become a somewhat controversial topic in the video game industry. Too much story and players get bored or frustrated with gameplay that is constantly being interrupted; not enough story and the game becomes a dry exercise in mechanics. Certainly, a model that aids game designers in properly [...]]]></description>
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		<title>A Year of Design</title>
		<link>http://indiegamesguild.com/ravenborne/a-year-of-design/</link>
		<comments>http://indiegamesguild.com/ravenborne/a-year-of-design/#comments</comments>
		<pubDate>Mon, 07 Jun 2010 13:19:34 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Random Musings]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=185</guid>
		<description><![CDATA[Role Playing game systems have always been my personal favorite type of game design. They are, however, huge elaborate game systems with many interconnected sub systems, taking quite a bit of time to get right and fully realize. The downside of doing this sort of design is that while other designers have a regular stream [...]]]></description>
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		<slash:comments>2</slash:comments>
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		<title>Can games change the world?</title>
		<link>http://indiegamesguild.com/ravenborne/can-games-change-the-world/</link>
		<comments>http://indiegamesguild.com/ravenborne/can-games-change-the-world/#comments</comments>
		<pubDate>Fri, 26 Mar 2010 03:15:13 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[Random Musings]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=166</guid>
		<description><![CDATA[I rather enjoyed this presentation by Jane McGonigal.  Women in game design tend to have a much more socially conscious view, and  I always enjoy seeing conventional thinking challenged: Gaming can make a better world Listening to this talk brought up some old memories. Jane’s talk reminded me that once upon a time, I gave [...]]]></description>
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		<slash:comments>2</slash:comments>
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		<title>Game Mechanics are Beautiful</title>
		<link>http://indiegamesguild.com/ravenborne/game-mechanics-are-beautiful/</link>
		<comments>http://indiegamesguild.com/ravenborne/game-mechanics-are-beautiful/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 10:08:43 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=151</guid>
		<description><![CDATA[Game mechanics can be quite technical and might seem like the dry boring part of the game. They don’t have the visual impact of slick graphics or the memorable journey we get from well designed narrative, and so they can be thought of as just another necessary component of a game. The truth is, they [...]]]></description>
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		<slash:comments>1</slash:comments>
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		<title>Uncharted Seas</title>
		<link>http://indiegamesguild.com/ravenborne/134/</link>
		<comments>http://indiegamesguild.com/ravenborne/134/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 05:59:45 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[Game Reviews]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=134</guid>
		<description><![CDATA[I love collectible strategy games. I like cards with cool art I can hold in my hands, miniatures I can move around and paint in my spare time. I love cracking open a new rulebook to see what secrets it might hold, or design patterns it might repeat. I love that new feeling of a [...]]]></description>
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		<title>Working with Artists</title>
		<link>http://indiegamesguild.com/ravenborne/working-with-artists/</link>
		<comments>http://indiegamesguild.com/ravenborne/working-with-artists/#comments</comments>
		<pubDate>Thu, 25 Feb 2010 01:39:51 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[Game Art]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=112</guid>
		<description><![CDATA[If you have ever tried to offer feedback to artist on their work and things went badly, you probably ended up wondering, “is the artist oversensitive, or am I just a jerk?” Perhaps the problem was largely one of language. It’s pretty well understood that most artists are probably going to be lost in a [...]]]></description>
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