<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	>

<channel>
	<title>The Artful Gamer &#187; Blogroll</title>
	<atom:link href="http://www.artfulgamer.com/category/blogroll/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.artfulgamer.com</link>
	<description>in search of the poetic and lyrical in video games</description>
	<pubDate>Mon, 30 Jun 2008 04:30:34 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.5.1</generator>
	<language>en</language>
			<item>
		<title>Some Canadian Bacon: Carrington Vanston&#8217;s 1 MHz Podcast</title>
		<link>http://www.artfulgamer.com/2008/06/12/some-canadian-bacon-carrington-vanston/</link>
		<comments>http://www.artfulgamer.com/2008/06/12/some-canadian-bacon-carrington-vanston/#comments</comments>
		<pubDate>Thu, 12 Jun 2008 21:28:02 +0000</pubDate>
		<dc:creator>chris</dc:creator>
		
		<category><![CDATA[Blogroll]]></category>

		<category><![CDATA[Game History]]></category>

		<category><![CDATA[Game Writing]]></category>

		<category><![CDATA[Retro Gaming]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=159</guid>
		<description><![CDATA[Although I recognize that the readership here is international, I do owe some amount of recognition for Canadian writers, gamers, and fellow agent provocateurs. That being said, Carrington Vanston has continually impressed me with his 1 MHz Apple ][ podcast. I'm equally impressed by some of his writing on video games. Critical yet fair, the [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft alignnone size-full wp-image-160" style="float: left; border: 2px solid black; margin: 10px;" title="portal" src="http://www.artfulgamer.com/wp-content/uploads/2008/06/portal.jpg" alt="" width="300" height="188" />Although I recognize that the readership here is international, I do owe some amount of recognition for Canadian writers, gamers, and fellow agent provocateurs. That being said, Carrington Vanston has continually impressed me with his 1 MHz Apple ][ podcast. I'm equally impressed by some of his writing on video games. Critical yet fair, the insights he has into video games always provide me with the kinds of creative inspiration necessary to think deeper about gaming.</p>
<p><span id="more-159"></span></p>
<h2>"Video games, particularly the twitch-and-shoot kind, are remarkably passive activities for ones that involve such an increase in heart rate. I wonder what kind of effect that has on us? Do we feel less need to do other activities because, at least chemically, we feel we've already accomplished so much?" [<a href="http://www.carringtonvanston.net/archives/passive_activities" target="_blank">link</a>]</h2>
<p>Always with an ironic, yet good-natured, sense of humor, Carrington&#8217;s work features some of the most subtle yet recognizably <em>Canadian</em> takes on modern and retro video/computer games. And, with a quick wit and tendency for poetic verse, his writing and speaking both exude a laid-back yet artistic sense. Not bad for a Torontonian!</p>
<p>Although all of his podcasts are worth listening to, I found his retro game reviews especially insightful. Podcast #1 features a review of &#8220;Tass Times in Tone Town&#8221; - a game that I referred to in &#8220;<a href="http://www.artfulgamer.com/2008/04/22/revitalizing-dead-culture-why-game-history-matters/" target="_blank">Revitalizing Dead Culture: Why Game History Matters</a>&#8221; article, Podcast #2 has an excellent review of the classic Lode Runner, and Podcast #6 features what I think is his best review, of the game <em>Portal</em>. No, not the recently over-hyped game from Valve. <em><a href="http://en.wikipedia.org/wiki/Portal_%28interactive_novel%29" target="_blank">Portal</a></em> is a one-of-a-kind interactive novel that came out in the early 1980s for the PC. In a genre of its own, it&#8217;s hard to pigeonhole this excellent story in any particular game genre. Carrington&#8217;s review of the game does an amazing job of giving us the <em>feeling</em> of how the game plays - something rarely done in any review I&#8217;ve seen. While I don&#8217;t want to give away the premise of <em>Portal</em>, it still stands as a beautiful example of how literature itself can become the object of exploration in games. The whole idea of reading an in-game book or listening to a character&#8217;s voice logs in order to advance the plot, found in modern games such as <em><a href="http://en.wikipedia.org/wiki/System_Shock" target="_blank">System Shock</a></em>, <em>BioShock</em>, and <em>Mass Effect</em>, was unimaginable before <em>Portal</em>. Unlike these games, however, <em>Portal</em> manages to unfold the storyline <em>only</em> through the player&#8217;s discovery of in-game literature and diaries.</p>
<p>So head on over to the <a href="http://monsterfeet.com/1mhz/" target="_blank">1 MHz Podcast</a> and give it a listen, or check out his latest article on <a href="http://www.carringtonvanston.net/archives/passive_activities" target="_blank">passivity in video gaming</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2008/06/12/some-canadian-bacon-carrington-vanston/feed/</wfw:commentRss>
		</item>
		<item>
		<title>That Great Whore, Game Cabaret!</title>
		<link>http://www.artfulgamer.com/2008/02/15/that-great-whore-game-cabaret/</link>
		<comments>http://www.artfulgamer.com/2008/02/15/that-great-whore-game-cabaret/#comments</comments>
		<pubDate>Fri, 15 Feb 2008 16:40:53 +0000</pubDate>
		<dc:creator>chris</dc:creator>
		
		<category><![CDATA[Blogroll]]></category>

		<category><![CDATA[Game Writing]]></category>

		<category><![CDATA[Site-related]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/2008/02/15/that-great-whore-game-cabaret/</guid>
		<description><![CDATA[
Imagine sitting in a private room of a smoky nightclub at the turn of the 20th century: the lingering flints of ice in your glass of scotch have disappeared into the tawny depths, your stash of cigars is running dangerously low, and the conversation that began with The Great Train Robbery of 1855 has drifted [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://en.wikipedia.org/wiki/Cabaret_Scene" title="Cabaret Scene - Dali" target="_blank"><img src="http://www.artfulgamer.com/wp-content/uploads/2008/02/cabaret.jpg" alt="cabaret dali" align="left" border="2" hspace="10" vspace="10" /></a><br />
Imagine sitting in a private room of a smoky nightclub at the turn of the 20th century: the lingering flints of ice in your glass of scotch have disappeared into the tawny depths, your stash of cigars is running dangerously low, and the conversation that began with The Great Train Robbery of 1855 has drifted towards&#8230; topics of dubious morality. A man at a nearby table cat-calls at the waitress who turns and returns a sultry wink. You drunkenly stumble towards a table in the far corner of the room. The shadowy inhabitants push a chair over in welcome.</p>
<p>The bearded man in the top-hat leans back and says, &#8220;Have a seat. We are discussing the intricacies of <em>Sophocles</em>, <em>Goethe</em>, and <em>Zelda</em>. We call it <a href="http://www.gamecabaret.com" target="_blank"><em>The Game Cabaret</em></a>.&#8221;</p>
<p>&#8220;Why yes. Yes, indeed. In fact, my dear colleague was just commenting on his recent viewing of <a href="http://www.gamecabaret.com/2008/01/cabaret-different-realism-for-gaming.html" target="_blank">the motion picture <em>Cabaret</em> and its use of psychological realism</a>. You really must view a celluloid some time - they are quite stimulating!&#8221;</p>
<p>Ashamed, you confess that you have not been to viewing of one of those newfangled photographic contraptions yet.</p>
<p>The balding man to your right turns to you and exclaims, &#8220;Ah, but then you <em>must</em> try video games! They are quite superior! Why, I was just speaking to my colleagues about <a href="http://www.gamecabaret.com/2008/02/repressed-homoeroticism-in-r-type.html" target="_blank">repressed homoeroticism in <em>R-Type.</em></a> I am a reader of <em>Freud</em>, mind you. Care for a cigar?&#8221;</p>
<p>At that, the table erupts in laughter.</p>
<p>&#8220;My dear colleagues! Let&#8217;s not trouble our new friend! Please, have another scotch and <a href="http://www.gamecabaret.com/" target="_blank">join our discussion at your leisure</a>.&#8221;</p>
<hr height="1" width="90%" /><em>Yes, I am writing for this new blog, <a href="http://www.gamecabaret.com/" target="_blank">Game Cabaret</a>, with my friends <a href="http://fromthegutter.org/" target="_blank">Gary</a> and <a href="http://gnomeslair.blogspot.com/" target="_blank">Gnome</a>! Expect the kinds of racy, self-indulgent, indolent posts that I&#8217;d never be able to write here. My latest article is seriously on the repressed homoeroticism of arcade shooters. </em></p>
]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2008/02/15/that-great-whore-game-cabaret/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Writing Worth Reading: Write the Game</title>
		<link>http://www.artfulgamer.com/2008/01/27/writing-worth-reading-write-the-game/</link>
		<comments>http://www.artfulgamer.com/2008/01/27/writing-worth-reading-write-the-game/#comments</comments>
		<pubDate>Sun, 27 Jan 2008 06:17:20 +0000</pubDate>
		<dc:creator>chris</dc:creator>
		
		<category><![CDATA[Blogroll]]></category>

		<category><![CDATA[Game Writing]]></category>

		<category><![CDATA[Retro Gaming]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/2008/01/27/writing-worth-reading-write-the-game/</guid>
		<description><![CDATA[Although Keira posted a comment several months ago in response to the rather dystopian sketch I scribbled of the BioWare sale, I accidentally overlooked her blog, Write the Game, until recently. A writer, musician, composer, and seasoned gamer among other things, Keira Peney has the uncanny ability of consistently writing thoughtful and organized articles.
I&#8217;ve spent [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.artfulgamer.com/wp-content/uploads/2008/01/rg_08_notatrueending.jpg" alt="Bubble Bobble Ending" align="left" hspace="10" vspace="10" />Although <a href="http://www.isotx.com/wordpress/" target="_blank">Keira</a> posted a comment several months ago in response to the rather <a href="http://www.artfulgamer.com/2007/11/10/electronic-arts-the-destroyer-of-worlds-sets-its-eye-on-bioware/" target="_blank">dystopian sketch I scribbled of the BioWare sale</a>, I accidentally overlooked her blog, <a href="http://www.isotx.com/wordpress/" target="_blank">Write the Game</a>, until recently. A writer, musician, composer, and seasoned gamer among other things, Keira Peney has the uncanny ability of consistently writing thoughtful and organized articles.</p>
<p>I&#8217;ve spent the last few days reading her impressive back-catalogue of posts and while I think all of them are certainly worth your time, her six-part composition on the history of video games stood out for me. These articles demonstrate Keira&#8217;s intimate knowledge of retro games, a keen eye for details, and impeccable research skills. For someone born in <a href="http://www.mobygames.com/browse/games/1984/" target="_blank">1984</a> (the year of <em>King&#8217;s Quest I</em>, <em>Championship Lode Runner</em>, and <em>Seven Cities of Gold</em>) she sure as hell knows her <a href="http://en.wikipedia.org/wiki/Dune_II" target="_blank"><em>Dune II</em></a> and <em><a href="http://en.wikipedia.org/wiki/Command_%26_Conquer_%28video_game%29">Command and Conquer</a></em> - two games that I spent countless hours playing and subsequently debating about with my junior high school friends. If you&#8217;re at all interested in reading a thoughtful piece on the history of video games (and their developers) with some interesting analyses, be sure to read the <a href="http://www.isotx.com/wordpress/?cat=24" target="_blank">entire series of articles</a> (start at the bottom).</p>
<p><em>Edit: Keira posted a <a href="http://www.isotx.com/wordpress/?p=153" target="_blank">reply</a> to the lively <a href="http://www.artfulgamer.com/2008/01/19/inviting-the-imagination-the-power-of-words/" target="_blank">ongoing discussion</a> started by Michael over the <a href="http://www.brainygamer.com/the_brainy_gamer/2007/12/dont-trust-the.html" target="_blank">Brainy Gamer</a> on &#8220;<a href="http://www.brainygamer.com/the_brainy_gamer/2008/01/does-pretty-alw.html" target="_blank">photorealism</a>&#8221; in video games. I&#8217;m hoping to continue the discussion in my next post, and attempt to outline some new ideas on the subject.</em></p>
]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2008/01/27/writing-worth-reading-write-the-game/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Blogs worth reading: Digital Tools</title>
		<link>http://www.artfulgamer.com/2008/01/16/blogs-worth-reading-digital-tools/</link>
		<comments>http://www.artfulgamer.com/2008/01/16/blogs-worth-reading-digital-tools/#comments</comments>
		<pubDate>Thu, 17 Jan 2008 02:31:30 +0000</pubDate>
		<dc:creator>chris</dc:creator>
		
		<category><![CDATA[Blogroll]]></category>

		<category><![CDATA[Game Writing]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/2008/01/16/blogs-worth-reading-digital-tools/</guid>
		<description><![CDATA[Martin, author of Digital Tools Magazine, recently contacted me and I wish I had found his site sooner! Martin&#8217;s short and eclectic articles bring together an impressive range of writing, from in-depth interviews with a wide range of developers, to technical inspirations normally found in the workshop of a mad clockmaker. His interests in the [...]]]></description>
			<content:encoded><![CDATA[<p>Martin, author of <a href="http://digitaltools.node3000.com/" target="_blank">Digital Tools Magazine</a>, recently contacted me and I wish I had found his site sooner! Martin&#8217;s short and eclectic articles bring together an impressive range of writing, from in-depth interviews with a wide range of developers, to technical inspirations normally found in the workshop of a mad clockmaker. His interests in the mechanical, retro, conceptual, and algorithmic, should inspire any fellow artist or creative mind to pursue their own unique development style. I found his <a href="http://digitaltools.node3000.com/research_and_theory/how_to_make_games.php" target="_blank">how to make games article</a> particularly interesting because he describes four very different methods of development that generate, in my opinion, four very different kinds of games. It goes without saying that certain kinds of games demand certain development methods - for instance a 50-hour RPG won&#8217;t be very interesting if all you do is spend your time on the engine without a strong, suitable narrative (<em>ahem, I&#8217;m looking at <strong>you</strong> <a href="http://en.wikipedia.org/wiki/The_Elder_Scrolls_IV:_Oblivion" target="_blank">Oblivion</a>!</em>).</p>
]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2008/01/16/blogs-worth-reading-digital-tools/feed/</wfw:commentRss>
		</item>
		<item>
		<title>I&#8217;m Lovin&#8217; It: Doc Love&#8217;s Blog</title>
		<link>http://www.artfulgamer.com/2008/01/10/im-lovin-it-doc-loves-blog/</link>
		<comments>http://www.artfulgamer.com/2008/01/10/im-lovin-it-doc-loves-blog/#comments</comments>
		<pubDate>Thu, 10 Jan 2008 06:05:06 +0000</pubDate>
		<dc:creator>chris</dc:creator>
		
		<category><![CDATA[Artful Games]]></category>

		<category><![CDATA[Blogroll]]></category>

		<category><![CDATA[Game Writing]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/2008/01/10/im-lovin-it-doc-loves-blog/</guid>
		<description><![CDATA[

Pictured above: Half-Life by deviantart member buzzt  


Every once in a while I come across a thoughtful, well-written blog that I keep up with. Recently, I came across Doc Love&#8217;s rather unassuming blog. Like Michael&#8217;s thoughts over at the Brainy Gamer, Doc Love reflects upon the past, present and future of video games as [...]]]></description>
			<content:encoded><![CDATA[<table align="left" border="0" cellspacing="10" width="210">
<tr>
<td><img src="http://www.artfulgamer.com/wp-content/uploads/2008/01/half-life-buzzf.jpg" alt="Half-Life 2 Wallpaper" /><center><font size="-3">Pictured above: <a href="http://buzzf.deviantart.com/art/Half-Life-1827407" target="_blank"><em>Half-Life</em></a> by deviantart member buzzt  </font></center></td>
</tr>
</table>
<p>Every once in a while I come across a thoughtful, well-written blog that I keep up with. Recently, I came across <a href="http://www.destructoid.com/blogs/doc+love/" target="_blank">Doc Love&#8217;s rather unassuming blog</a>. Like Michael&#8217;s thoughts over at the <a href="http://www.brainygamer.com" target="_blank">Brainy Gamer</a>, Doc Love reflects upon the past, present and future of video games as a gamer and a cultural scholar. The latest post focuses on understanding the experience of playing <span style="font-style: italic" class="Apple-style-span">Half-Life 2</span> - through the lens of dystopian literature and film, and through an examination of the player&#8217;s part in assuming the role of the protagonist Gordon Freeman. The links Doc Love draws between <em>Blade Runner</em>, Orwell&#8217;s <em>Nineteen Eighty-Four</em>, and the game are all apt of course, but I am more struck by the way the article is framed through Barthes&#8217;s essay <em>Death of the Author</em>. <span id="more-104"></span></p>
<table align="right" border="0" cellspacing="10" width="210">
<tr>
<td><img src="http://upload.wikimedia.org/wikipedia/commons/5/5a/War-of-the-worlds-tripod.jpg" alt="Tripod HL2" border="2" /><center><font size="-3">Pictured above: The alien tripod creature in <em><a href="http://en.wikipedia.org/wiki/The_War_of_the_Worlds_(novel)" target="_blank">The War of the Worlds</a></em>, as illustrated by Alvim Correa. The resemblance to the synth &#8220;<a href="http://en.wikipedia.org/wiki/List_of_humanoid_and_synthetic_Combine_in_Half-Life_2#Strider" target="_blank">Striders</a>&#8221; in Half-Life 2 is anything but accidental. Image courtesy of Wikipedia.   </font></center></td>
</tr>
</table>
<p>Like the Russian philosopher <a href="http://en.wikipedia.org/wiki/Mikhail_Bakhtin" target="_blank">Mikhail Bakhtin</a> who has much to say on the subject of creativity and its roots in traditions of speech, Barthes seems similarly claim that we must see any creative work as inherently a part of the historical and cultural tools that its creator drew upon, and what we as us readers draw upon when we interpret their creations. Even the wonderful title of the post, &#8220;<a href="http://www.destructoid.com/blogs/doc+love/everything-old-is-new-again--63672.phtml" target="_blank">Everything Old is New Again</a>&#8220;, reminds me of a quote from an ethnomethodologist named Garfinkel who said that our social circumstances tend to happen again and again &#8220;for another first time&#8221; - that there is a novelty to even the most ritualized &#8216;Hello!&#8217; greeting. As a creative work, <em>Half-Life 2 </em>is of course a recombination of its many cultural and literary influences - yet it presents us with a dystopian future &#8220;for another first time&#8221;. On a side note, I would add H.G. Wells&#8217; <a href="http://en.wikipedia.org/wiki/The_War_of_the_Worlds_(novel)" target="_blank"><em>The War of the Worlds</em></a> as an important literary and aesthetic influence&#8230; the apocalyptic London immediately came to mind when I first saw &#8216;City 17&#8242;.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2008/01/10/im-lovin-it-doc-loves-blog/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Blogs worth reading: The Brainy Gamer</title>
		<link>http://www.artfulgamer.com/2007/10/12/blogs-worth-reading-the-brainy-gamer/</link>
		<comments>http://www.artfulgamer.com/2007/10/12/blogs-worth-reading-the-brainy-gamer/#comments</comments>
		<pubDate>Fri, 12 Oct 2007 15:11:04 +0000</pubDate>
		<dc:creator>chris</dc:creator>
		
		<category><![CDATA[Artful Games]]></category>

		<category><![CDATA[Blogroll]]></category>

		<category><![CDATA[Indie Games]]></category>

		<category><![CDATA[Mainstream Games]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/2007/10/12/blogs-worth-reading-the-brainy-gamer/</guid>
		<description><![CDATA[Last week I got an e-mail from Michael over at The Brainy Gamer, and I was thrilled to find another author interested in both the arts and video games. He started writing in August, and he already has a fairly large collection of articles available for your perusal. The articles themselves are absolutely worth your [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.artfulgamer.com/wp-content/uploads/2007/10/520_brains.jpg" alt="‘Brains’ from Thunderbirds" align="left" border="2" hspace="10" vspace="10" />Last week I got an e-mail from Michael over at <a href="http://www.brainygamer.com/" target="_blank">The Brainy Gamer</a>, and I was thrilled to find another author interested in both the arts and video games. He started writing in August, and he already has a fairly large collection of articles available for your perusal. The articles themselves are absolutely worth your time, and go far beyond mere opinion pieces or news items - something I immediately look for when I read an article,</p>
<blockquote><p>Why don&#8217;t mainstream media outlets like Time and the NYTimes get video games? Why do they so regularly and predictably fail to get beyond the worn out Pong / Pac-Man / Mario reference points?</p></blockquote>
<blockquote><p>I think it&#8217;s because most of them rely on a 19th century model of journalism that continues to define what  the news looks like today. Journalists and editors tend to use three basic criteria when determining what they will deem &#8220;newsworthy&#8221; - conflict, novelty, and prominence. J-School 101 dictates that a story about a video game is worth writing only if it meets one or more of these standards. {<a href="http://www.brainygamer.com/the_brainy_gamer/2007/09/why-dont-the-ma.html" target="_blank">more here</a>}</p></blockquote>
<p>And not to mention prolific! Somehow he manages to pump out an article <em>every day</em>. His articles cover the entire gamut of video game culture - from mainstream games, to indie games, design and production, artwork, storytelling, politics, and (you&#8217;ll find) &#8230; his loathing for <em>Halo 3</em> (agreed!). And mostly importantly - it&#8217;s refreshing to find an academic who actually has a history of playing video games [and still plays regularly] and is not just a &#8216;ludological theoretician&#8217;!</p>
<p>Anyhoo, I&#8217;m not trying to up-sell you here - The Brainy Gamer speaks for itself and I&#8217;m enjoying the reading so far.</p>
<p>As for the Artful Gamer - I apologize for the large lag between posts. I&#8217;ve been recruited to serve as the Best Man at a wedding for a friend of mine, and those duties (aside from marking 10000 midterm exams) have obliterated my opportunities to write. Coming soon is my review of Ultima VIII: Pagan, an interview with the creator of now-defunct indie MMORPG &#8220;Omega Syndrome&#8221;, and a short article on pencil&#8217;n'paper roleplaying games.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2007/10/12/blogs-worth-reading-the-brainy-gamer/feed/</wfw:commentRss>
		</item>
	</channel>
</rss>
