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	<title>earthx.org blog &#187; Games and Digital Narratives</title>
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		<title>GameSpy Article Series on MMOGs</title>
		<link>http://www.earthx.org/blog/archives/148</link>
		<comments>http://www.earthx.org/blog/archives/148#comments</comments>
		<pubDate>Fri, 02 Jan 2004 00:45:21 +0000</pubDate>
		<dc:creator>Jason Craft</dc:creator>
				<category><![CDATA[Games and Digital Narratives]]></category>

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			<content:encoded><![CDATA[<p><a href="http://www.gamespy.com/amdmmog/">Series on the history and future of massively multiplayer gaming</a>, including a full article on branded MMOGs.</p>
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		<title>Doom and (Bad) Adaptation</title>
		<link>http://www.earthx.org/blog/archives/147</link>
		<comments>http://www.earthx.org/blog/archives/147#comments</comments>
		<pubDate>Sun, 21 Dec 2003 14:41:15 +0000</pubDate>
		<dc:creator>Jason Craft</dc:creator>
				<category><![CDATA[Games and Digital Narratives]]></category>

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			<content:encoded><![CDATA[<p><a href="http://boingboing.net/2003_12_01_archive.html#107197351650313628">Via BoingBoing</a> comes <a href="http://www.doomworld.com/10years/doomcomic/">a digitization of an old comic based on <em>Doom</em></a>.</p>
<p>The comic is one of the most awful I&#8217;ve ever read, and it&#8217;s testament to the fact that &#8220;adaptation&#8221; in a multimedia franchise fits a fairly specific tradition, and even innovative works act within that tradition&#8230; when the tradition is ignored, it turns out badly.  Generally a minimal set of story functions, or narremes, are  transfered from medium to medium and then embellished as appropriate for the newer medium.  In this case &#8212; whether because the writers felt a sense of fidelity to the game play, or felt that <em>Doom</em> didn&#8217;t have a story to embellish, or were trying to be funny, or just didn&#8217;t care &#8212; <a href="http://www.doomworld.com/10years/doomcomic/comic.php">this is not only a transfer of the game&#8217;s narremes but an attempt to transfer its reading (playing) experience or mechanics</a>, and the result is absolutely wretched.</p>
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		<title>Guys My Age Play New Games, Hilarity Ensues</title>
		<link>http://www.earthx.org/blog/archives/146</link>
		<comments>http://www.earthx.org/blog/archives/146#comments</comments>
		<pubDate>Sat, 20 Dec 2003 13:21:19 +0000</pubDate>
		<dc:creator>Jason Craft</dc:creator>
				<category><![CDATA[Games and Digital Narratives]]></category>

		<guid isPermaLink="false">http://www.earthx.org/blog/archives/146</guid>
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			<content:encoded><![CDATA[<blockquote><p><strong>Tom:</strong> I am not playing the Death Star trench run when I&#8217;ve already destroyed the Death Star in LucasArts games about 10 times. &#8220;Rashomon&#8221; had fewer permutations than this.</p></blockquote>
<p>From <a href="http://www.salon.com/ent/feature/2003/12/20/gameboys/">&#8220;Gameboys&#8221;</a> on Salon (ad viewing required).</p>
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		<title>Salon Article on The Alphaville Herald</title>
		<link>http://www.earthx.org/blog/archives/143</link>
		<comments>http://www.earthx.org/blog/archives/143#comments</comments>
		<pubDate>Mon, 15 Dec 2003 23:56:28 +0000</pubDate>
		<dc:creator>Jason Craft</dc:creator>
				<category><![CDATA[Games and Digital Narratives]]></category>

		<guid isPermaLink="false">http://www.earthx.org/blog/archives/143</guid>
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			<content:encoded><![CDATA[<p><a href="http://www.salon.com/tech/feature/2003/12/12/sims_online_newspaper/index.html">Great article on Salon</a> (ad viewing required) about <a href="http://www.alphavilleherald.com">The Alphaville Herald</a>, its journalism on <em>The Sims Online</em>, and Maxis&#8217; reaction to it.</p>
<p>Here&#8217;s a <a href="http://www.siliconvalley.com/mld/siliconvalley/6019958.htm">Mercury News article about the &#8220;Sims Shadow Government,&#8221;</a> which is also part of the story.</p>
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		<title>XML in Dark Age of Camelot</title>
		<link>http://www.earthx.org/blog/archives/139</link>
		<comments>http://www.earthx.org/blog/archives/139#comments</comments>
		<pubDate>Tue, 09 Dec 2003 13:01:50 +0000</pubDate>
		<dc:creator>Jason Craft</dc:creator>
				<category><![CDATA[Games and Digital Narratives]]></category>
		<category><![CDATA[Programming and the Web]]></category>

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			<content:encoded><![CDATA[<p>XML allows <a href="http://www.trialsofatlantis.com/graphicsupgrade.php">skinning</a> and <a href="http://daoc.4players.de/displayfaq.php?SYSTEM=&#038;KAT_PARENT=862">UI mods</a> in-game and <a href="http://www.camelotherald.com/xml.php">data feeds</a> from the game.</p>
<p>Also found <a href="http://www.gamegirladvance.com/mmog/">Control and Property in Play-Based Online Worlds</a>, an MMOG weblog from Game Girl Advance.</p>
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		<title>Chronicle Article on Game Studies</title>
		<link>http://www.earthx.org/blog/archives/131</link>
		<comments>http://www.earthx.org/blog/archives/131#comments</comments>
		<pubDate>Tue, 25 Nov 2003 13:34:46 +0000</pubDate>
		<dc:creator>Jason Craft</dc:creator>
				<category><![CDATA[Games and Digital Narratives]]></category>

		<guid isPermaLink="false">http://www.earthx.org/blog/archives/131</guid>
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			<content:encoded><![CDATA[<p>Just found it&#8230; <a href="http://chronicle.com/free/v49/i49/49a03101.htm">&#8220;Can Grand Theft Auto Inspire Professors?&#8221;</a> by Scott Carlson.</p>
<p>Also, <a href="http://game-research.com/">Game Research.</a></p>
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		<title>Kids Play Old Video Games, Hilarity Ensues</title>
		<link>http://www.earthx.org/blog/archives/103</link>
		<comments>http://www.earthx.org/blog/archives/103#comments</comments>
		<pubDate>Mon, 10 Nov 2003 17:32:38 +0000</pubDate>
		<dc:creator>Jason Craft</dc:creator>
				<category><![CDATA[Games and Digital Narratives]]></category>

		<guid isPermaLink="false">http://www.earthx.org/blog/archives/103</guid>
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			<content:encoded><![CDATA[<p><a href="http://ludology.org/article.php?story=200310191742403">Via Ludology</a> comes this very funny EGM article where <a href="http://www.egmmag.com/article2/0,4364,1338730,00.asp">game-literate kids of today play games from the past</a>.</p>
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		<item>
		<title>Borderline Spaces: Second Life and Real Life</title>
		<link>http://www.earthx.org/blog/archives/102</link>
		<comments>http://www.earthx.org/blog/archives/102#comments</comments>
		<pubDate>Sun, 09 Nov 2003 20:59:50 +0000</pubDate>
		<dc:creator>Jason Craft</dc:creator>
				<category><![CDATA[Games and Digital Narratives]]></category>

		<guid isPermaLink="false">http://www.earthx.org/blog/archives/102</guid>
		<description><![CDATA[
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			<content:encoded><![CDATA[<p><a href="http://slate.msn.com/id/2083018/">Some discussion on Slate concerning <em>Second Life</em></a>, a persistent world game with a very minimal narrative structure and MOO-style player agency, including authorship.  I&#8217;m trying to suss out <em>Second Life</em> as a fictional space and figure out what distinguishes a game narrative from a stylized digital space, or whether I&#8217;m thinking about it too much in binaries.</p>
<p>The <a href="http://www.gamespot.com/gamespot/features/all/gamespotting/071103minusworld/1.html">review of the persistent world game Real Life</a> is helpful in this situation.</p>
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		<title>MMOG Survey: Function and Popular Genre</title>
		<link>http://www.earthx.org/blog/archives/101</link>
		<comments>http://www.earthx.org/blog/archives/101#comments</comments>
		<pubDate>Sun, 09 Nov 2003 18:32:48 +0000</pubDate>
		<dc:creator>Jason Craft</dc:creator>
				<category><![CDATA[Games and Digital Narratives]]></category>

		<guid isPermaLink="false">http://www.earthx.org/blog/archives/101</guid>
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			<content:encoded><![CDATA[<p>Very piqued by <a href="http://www.nickyee.com/daedalus/archives/000629.php">these responses on genre-specific implementations of genre-agnostic game functions</a> on Nicholas Yee&#8217;s Daedalus Project site.</p>
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		<title>Metacortechs ARG: Code and Genre</title>
		<link>http://www.earthx.org/blog/archives/100</link>
		<comments>http://www.earthx.org/blog/archives/100#comments</comments>
		<pubDate>Sat, 08 Nov 2003 23:17:55 +0000</pubDate>
		<dc:creator>Jason Craft</dc:creator>
				<category><![CDATA[Games and Digital Narratives]]></category>
		<category><![CDATA[Popular Fictions]]></category>
		<category><![CDATA[Programming and the Web]]></category>

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			<content:encoded><![CDATA[<p>So the Metacortechs (<em>Matrix</em>) alternate reality game reveals, as a clue, a package of binary files which, upon <a href="http://netninja.com/scrapbook/Metacortex/metadex/BethFiles/">decoding to ASCII</a>, reveal a narrative of a meeting between one of the ARG protagonists (Beth, who works at Metacortex) and a strange figure.  From the strange figure&#8217;s point of view.  In XML.</p>
<p><span id="more-100"></span><br />
An excerpt:</p>
<blockquote><p>20031031172951 &#8211; October 31, 2003 17:29:51</p>
<p>&lt;communication protocol=&#8221;cg://ara9975.lka18383&#8243;&gt;<br />
&lt;bootstrap interop=&#8221;standard&#8221; value=&#8221;true&#8221;/&gt;<br />
&lt;interware status=&#8221;err259&#8243;/&gt;<br />
&lt;message type=&#8221;response&#8221;/&gt;<br />
&lt;context_inference subject=&#8221;null&#8221; confidence=&#8221;0.0&#8243; status=&#8221;failure&#8221;&gt;<br />
&lt;support&gt;<br />
&lt;subject raw_data=&#8221;what&#8217;s happening&#8221; expansion=&#8221;what is happening&#8221; type=&#8221;local_event&#8221;/&gt;<br />
&lt;error local_event_count=&#8221;84720075&#8243; heuristic_narrowing=&#8221;active&#8221; heuristic=&#8221;immediate_vicinity&#8221; candidate_event_count=&#8221;64492&#8243; identification=&#8221;failure&#8221;/&gt;<br />
&lt;/support&gt;<br />
&lt;/context_inference&gt;<br />
&lt;generalization&gt;<br />
&lt;events count=&#8221;64492&#8243;&gt;<br />
&lt;condition type=&#8221;foreach&#8221;&gt;<br />
&lt;method id=&#8221;is_aware_of&#8221; return_type=&#8221;boolean&#8221;&gt;<br />
&lt;parameter value=&#8221;self&#8221;/&gt;<br />
&lt;/method&gt;<br />
&lt;operator type=&#8221;equals&#8221; value=&#8221;true&#8221;/&gt;<br />
&lt;/condition&gt;<br />
&lt;result true=&#8221;64492&#8243; false=&#8221;0&#8243;/&gt;<br />
&lt;/events&gt;<br />
&lt;/generalization&gt;<br />
&lt;response type=&#8221;boolean&#8221; value=&#8221;true&#8221; confidence=&#8221;0.4&#8243;/&gt;<br />
&lt;/communication&gt;</p></blockquote>
<p>Which is perfect: XML, as a language strongly influenced by a desire for mutual human- and machine-readability, becomes an authentic way to express, to humans, a communication made by a character who is revealed, by the use of this mode of communication, to be a machine.  XML is used <em>artistically</em> as a genre of speech.</p>
<p>Read <a href="http://forums.unfiction.com/forums/viewtopic.php?t=3004"> the solution thread at unfiction.com</a> and a <a href="http://s88749232.onlinehome.us/guide.htm">summary of the game&#8217;s progress.</a></p>
<p>This is also a good time to point out <a href="http://www.nytimes.com/2003/11/05/movies/05MATR.html">A.O. Scott&#8217;s New York Times review of <em>Revolutions</em></a> which had some interesting thoughts going on&#8230; I was worried he was going into a grumpy &#8220;these whippersnappers with their films that look like video games&#8221; direction, but he&#8217;s actually juggling the conceptual frameworks of multiple media in a neat way&#8230;</p>
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