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<channel>
	<title>Handy Vandal&#039;s Almanac</title>
	<atom:link href="http://handyvandal.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://handyvandal.com</link>
	<description>Resources for Game Designers</description>
	<lastBuildDate>Thu, 26 Apr 2012 16:29:29 +0000</lastBuildDate>
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			<item>
		<title>All your gamers are gold</title>
		<link>http://handyvandal.com/2012/04/all-your-gamers-are-gold/</link>
		<comments>http://handyvandal.com/2012/04/all-your-gamers-are-gold/#comments</comments>
		<pubDate>Thu, 26 Apr 2012 16:12:03 +0000</pubDate>
		<dc:creator>the_handy_vandal</dc:creator>
				<category><![CDATA[Bitcoin]]></category>
		<category><![CDATA[Business]]></category>

		<guid isPermaLink="false">http://handyvandal.com/?p=2277</guid>
		<description><![CDATA[CoinLab: Tapping the GPU mining potential of gamers.

CoinLab Attracts $500,000 in Venture Capital for Bitcoin Projects
Seattle based Bitcoin startup CoinLab secured a $500,000 investment from various investors such as Silicon Valley firm Draper Associates and angel investor Geoff Entress. CoinLab is an emerging umbrella group for cultivating and launching innovative Bitcoin projects.
CEO Vessenes said &#8216;if there [...]]]></description>
			<content:encoded><![CDATA[<p><strong>CoinLab: Tapping the GPU mining potential of gamers.</strong></p>
<p><a href="http://coinlab.com/"><img class="alignright size-full wp-image-2279" title="CoinLab" src="http://handyvandal.com/wphv/wp-content/uploads/2012/04/coinlab-logo.png" alt="CoinLab" width="200" height="120" /></a></p>
<blockquote><p><strong>CoinLab Attracts $500,000 in Venture Capital for Bitcoin Projects</strong></p>
<p>Seattle based Bitcoin startup <a href="http://coinlab.com/">CoinLab</a> secured a $500,000 investment from various investors such as Silicon Valley firm Draper Associates and angel investor Geoff Entress. CoinLab is an emerging umbrella group for cultivating and launching innovative Bitcoin projects.</p>
<p>CEO Vessenes said &#8216;if there is a currency that can trade around the world, it&#8217;s semi-anonymous, it&#8217;s instant, it&#8217;s not controlled by government or bank, what&#8217;s the total value of that currency? The answer to that is, if it works, it&#8217;s gotta be in the billions. It just has to be for all the reasons you might want to send money around the world.&#8217;</p>
<p>This type of talk is common from Bitcoin enthusiasts but apparently seasoned investors are starting to agree.</p>
<p>Forbes explains the details of their business plan but in short it has to do with <a href="http://www.forbes.com/sites/jonmatonis/2012/04/24/coinlab-attracts-500000-in-venture-capital-for-bitcoin-projects/">tapping the GPU mining potential of gamers</a>, more specifically gamers of free-to-play games. This would add a new revenue stream for online game companies that are trying to provide free games profitably.</p></blockquote>
<p>The phrase &#8220;Forbes explains the details of their business plan but in short it has to do with tapping the GPU mining potential of gamers&#8221; evoked this nicely barbed reply from girlintraining (1395911):</p>
<blockquote><p>So &#8216;in short&#8217;, they&#8217;re going to trojan a video game and turn a bunch of PCs into a botnet to generate bitcoins. But because it&#8217;s a business doing this, and not some teenager in his mom&#8217;s basement, they&#8217;re going to make billions instead of go to jail? That sound about right?</p>
<p>If any other kind of software you ran was doing something in the background other than what you wanted to do, it would be called malware.</p>
<p>&#8211; <a href="http://news.slashdot.org/comments.pl?sid=2810657&amp;cid=39796273">Source</a></p></blockquote>
<p>Point well made:  business or malware?  Or both?</p>
<p>About Bitcoin:</p>
<blockquote><p><a href="http://www.bitcoin.org/">Bitcoin</a> is a decentralized <a href="http://en.wikipedia.org/wiki/Electronic_money">electronic cash</a> system that uses <a href="http://en.wikipedia.org/wiki/Peer-to-peer">peer-to-peer networking</a>, <a href="http://en.wikipedia.org/wiki/Digital_signature">digital signatures</a> and <a href="http://en.wikipedia.org/wiki/Zero-knowledge_proof">cryptographic proof</a> so as to enable users to conduct irreversible transactions without relying on trust. Nodes <a href="http://en.wikipedia.org/wiki/Broadcasting_(networks)">broadcast</a><a href="http://en.wikipedia.org/wiki/Financial_transaction">transactions</a> to the network, which records them in a public history, called the <em>blockchain</em>, after validating them with a <a href="http://en.wikipedia.org/wiki/Proof-of-work_system">proof-of-work system</a>. Users make transactions with <em>bitcoins</em>, an <a href="http://en.wikipedia.org/wiki/Alternative_currency">alternative</a>, digital currency that the network issues according to predetermined rules. Bitcoins do not have the backing of and do not represent any government-issued currency.</p>
<p>&#8211; <a href="http://en.wikipedia.org/wiki/Bitcoin">Bitcoin</a> @ Wikipedia</p></blockquote>
<p>Naturally, anything to do with the power of money &#8212; what I might call &#8220;using symbols to make real things obey your will&#8221; &#8212; is divisive, contentious, and far too complicated to summarize in this blog post.  </p>
<p>Is Bitcoin a good thing, a bad thing?  A revolution in economics, the byproduct of misplaced good intentions, a barefaced scam?  Outright lunacy by fogheaded idealists?  </p>
<p>All of these have been proposed; I don&#8217;t know the truth, and leave it at that for now.</p>
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		<title>Game Design with Kids: An Interview with Charley Miller</title>
		<link>http://handyvandal.com/2012/04/game-design-with-kids-an-interview-with-charley-miller/</link>
		<comments>http://handyvandal.com/2012/04/game-design-with-kids-an-interview-with-charley-miller/#comments</comments>
		<pubDate>Thu, 05 Apr 2012 14:13:44 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Interviews]]></category>

		<guid isPermaLink="false">http://handyvandal.com/?p=2265</guid>
		<description><![CDATA[Charley Miller is a game designer and producer based in New York City. 
Avi Solomon recently interviewed Miller for Boing Boing:


Avi: What surprised you the most in your work with the kids?
Charley: Kids are typically naturals when it comes to game design and it&#8217;s easy to understand why: they know what&#8217;s fun and all they [...]]]></description>
			<content:encoded><![CDATA[<p>Charley Miller is a game designer and producer based in New York City. </p>
<p>Avi Solomon recently interviewed Miller for Boing Boing:<br />
<img src="http://handyvandal.com/wphv/wp-content/uploads/2012/04/miller-charley128w.jpg" alt="Charley Miller" title="Charley Miller" width="128" height="160" class="alignright size-full wp-image-2274" /></p>
<blockquote><p>
<strong>Avi:</strong> What surprised you the most in your work with the kids?</p>
<p><strong>Charley:</strong> Kids are typically naturals when it comes to game design and it&#8217;s easy to understand why: they know what&#8217;s fun and all they want to do is playtest. But what might surprise adults is to know that most children these days are able to wrap their minds around complex systems. That might be thanks to the amount of gaming kids are able to enjoy these days.</p>
<p><strong>Avi:</strong> What is the best place to start learning about game design?</p>
<p><strong>Charley:</strong> To be a designer, you have to be a player first. Start by playing a variety of games and try to deconstruct the experiences. Start asking yourself questions about why the designer choose certain elements and thinking about how systems are working together to create the dynamics of the game. That should get anyone nice and confused but hopefully stirred to know more. </p>
<p>&#8211; <a href="http://boingboing.net/2012/04/02/game-design-with-kids-an-inte.html">Game Design with Kids: An Interview with Charley Miller</a>
</p></blockquote>
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		<title>Quasi-Objects of Lorenzo Oggiano</title>
		<link>http://handyvandal.com/2012/02/quasi-objects-of-lorenzo-oggiano/</link>
		<comments>http://handyvandal.com/2012/02/quasi-objects-of-lorenzo-oggiano/#comments</comments>
		<pubDate>Sun, 12 Feb 2012 16:09:59 +0000</pubDate>
		<dc:creator>the_handy_vandal</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Somebody Should Make This Game]]></category>

		<guid isPermaLink="false">http://handyvandal.com/?p=2245</guid>
		<description><![CDATA[&#8220;La vita è un processo reale e autonomo indipendente da qualsiasi specifica manifestazione materiale.&#8221;*
&#8211; Lorenzo Oggiano


 &#8220;Quasi-Objects&#8221; regards data actualization, the production of biologically non-functional organisms and ecosystems as transient output of an operative practice: aesthetics of process&#8230;
lorenzooggiano.net

I find these forms entirely fascinating, and practically begging for game design applications. 
The forms are computer generated. [...]]]></description>
			<content:encoded><![CDATA[<p><strong>&#8220;La vita è un processo reale e autonomo indipendente da qualsiasi specifica manifestazione materiale.&#8221;</strong>*<br />
&#8211; Lorenzo Oggiano</p>
<p><a href="http://www.lorenzooggiano.net/PQOC201011.php"><img src="http://handyvandal.com/wphv/wp-content/uploads/2012/02/oggiano-quasi-objects.jpg" alt="Quasi-objects of Lorenzo Oggiano" title="Quasi-Objects of Lorenzo Oggiano" width="500" height="402" class="alignnone size-full wp-image-2246" /></a></p>
<blockquote><p>
 &#8220;Quasi-Objects&#8221; regards data actualization, the production of biologically non-functional organisms and ecosystems as transient output of an operative practice: aesthetics of process&#8230;</p>
<p><a href="http://www.lorenzooggiano.net">lorenzooggiano.net</a>
</p></blockquote>
<p>I find these forms entirely fascinating, and practically begging for game design applications. </p>
<p>The forms are computer generated.  I have no further details, nothing about the software involved.  But just from looking at these still photos, I can see algorithms at play which would make a terrific Boss Battle in a first-person shooter &#8230; The Blob meets The Matrix &#8230;.</p>
<p>Somebody ought to make a game based on these principles.  They really should.  I would pay to play such a game, and then pay more for the source code.</p>
<p>Via <a href="http://boingboing.net/2012/02/01/lorenzo-oggianos-quasi-objec.html">Boing Boing</a>, via <a href="http://butdoesitfloat.com/2716397/Life-is-a-real-and-autonomous-process-independent-from-any-specific">but does it float</a>.</p>
<hr />
* &#8220;Life is a real and autonomous process independent from any specific material manifestation.&#8221;</p>
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		<title>Dungeons and Dragons Digital Dice Gauntlet</title>
		<link>http://handyvandal.com/2012/02/dungeons-and-dragons-digital-dice-gauntlet/</link>
		<comments>http://handyvandal.com/2012/02/dungeons-and-dragons-digital-dice-gauntlet/#comments</comments>
		<pubDate>Sat, 11 Feb 2012 17:07:09 +0000</pubDate>
		<dc:creator>the_handy_vandal</dc:creator>
				<category><![CDATA[Dice]]></category>
		<category><![CDATA[Do-It-Yourself]]></category>
		<category><![CDATA[Dungeons and Dragons]]></category>

		<guid isPermaLink="false">http://handyvandal.com/?p=2230</guid>
		<description><![CDATA[Shake your bracer-clad arm, generate a random D&#38;D die roll. Complete do-it-yourself instructions, lavishly illustrated. Be the star of your next gaming party!

The D&#38;D bracer is a fairly quick, fun, nerdy LilyPad project. The final product is a wearable bracer with a display that will randomly generate numbers between 1 and 4, 6, 8, 10, [...]]]></description>
			<content:encoded><![CDATA[<p>Shake your bracer-clad arm, generate a random D&amp;D die roll. Complete do-it-yourself instructions, lavishly illustrated. Be the star of your next gaming party!</p>
<p><img src="http://handyvandal.com/wphv/wp-content/uploads/2012/02/barbarian-bracer-digital-dice-roller.jpg" alt="Barbarian Bracer Digital Dice Roller" title="Barbarian Bracer Digital Dice Roller" width="500" height="225" class="alignnone size-full wp-image-2231" /></p>
<blockquote><p>The D&amp;D bracer is a fairly quick, fun, nerdy <a href="http://arduino.cc/en/Main/ArduinoBoardLilyPad">LilyPad</a> project. The final product is a wearable bracer with a display that will randomly generate numbers between 1 and 4, 6, 8, 10, 12, 20, or 100 in response to arm movement, so it can effectively replace all of the dice in your bag for a D&amp;D session. It can also serve as a decorative costume piece to get you in character!</p>
<p>This is an intermediate LilyPad tutorial. You can expect to do a fair amount of sewing, moderate crafting, and you&#8217;ll need to be able to upload code to a LilyPad arduino board. You don&#8217;t have to write the code, it&#8217;s been supplied for you. However, if you want to practice or play around with it, there&#8217;s room to customize.</p>
<p>&#8211; <a href="http://www.sparkfun.com/tutorials/333">Sparkfun Electronics</a>
</p></blockquote>
<p>Via <a href="http://boingboing.net/2012/02/01/howto-make-a-fur-lined-barbari.html">Boing Boing</a>.</p>
]]></content:encoded>
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		<item>
		<title>Where do good game ideas come from?</title>
		<link>http://handyvandal.com/2012/01/where-game-ideas-come-from/</link>
		<comments>http://handyvandal.com/2012/01/where-game-ideas-come-from/#comments</comments>
		<pubDate>Sat, 21 Jan 2012 03:07:02 +0000</pubDate>
		<dc:creator>the_handy_vandal</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://handyvandal.com/?p=2222</guid>
		<description><![CDATA[Keith Stuart recently posted a wide range of answers to the question of where good game ideas come from.  Excerpt:

Art has proved a fecund source of game ideas. Tetsuya Mizuguchi was inspired by Russian artist Wassily Kandinsky to create Rez; Ken Levine drew on the Art Deco movement for Bioshock; Uncharted co-lead designer Richard [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://handyvandal.com/wphv/wp-content/uploads/2012/01/kandinsky-mario.png" alt="Kandinsky Mario" title="Kandinsky Mario" width="220" height="265" class="alignright size-full wp-image-2223" />Keith Stuart recently posted a wide range of answers to the question of where good game ideas come from.  Excerpt:</p>
<blockquote><p>
Art has proved a fecund source of game ideas. Tetsuya Mizuguchi was inspired by Russian artist Wassily Kandinsky to create <em>Rez</em>; Ken Levine drew on the Art Deco movement for <em>Bioshock</em>; <em>Uncharted</em> co-lead designer Richard Lemarchand looked at the works of Victorian painters such as David Roberts and Caspar David Friedrich for the exotic locations that Nathan Drake discovers. And countless dungeon designers have looked at the complex works of MC Escher and Giovanni Battista Piranesi for their labyrinthine environments.</p>
<p>&#8211; <a href="http://www.guardian.co.uk/technology/gamesblog/2012/jan/20/where-do-game-ideas-come-from">Keith Stuart</a> @ The Guardian
</p></blockquote>
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		<title>Scholarships awarded by Entertainment Software Association</title>
		<link>http://handyvandal.com/2012/01/scholarships-awarded-by-entertainment-software-association/</link>
		<comments>http://handyvandal.com/2012/01/scholarships-awarded-by-entertainment-software-association/#comments</comments>
		<pubDate>Thu, 05 Jan 2012 00:41:38 +0000</pubDate>
		<dc:creator>the_handy_vandal</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Scholarships]]></category>

		<guid isPermaLink="false">http://handyvandal.com/?p=2212</guid>
		<description><![CDATA[The Entertainment Software Association recently announced the recipients of scholarships for college courses in video game design and related topics:

The Entertainment Software Association (ESA) Foundation awarded 30 students with scholarships for the 2011-12 academic year recently. The purpose is to expand educational opportunities for aspiring game designers and impassion the next generation of industry innovators. [...]]]></description>
			<content:encoded><![CDATA[<p>The Entertainment Software Association recently announced the recipients of scholarships for college courses in video game design and related topics:</p>
<blockquote><p>
<img src="http://handyvandal.com/wphv/wp-content/uploads/2012/01/esa-foundation.png" alt="Entertainment Software Association Foundation" title="Entertainment Software Association Foundation" width="214" height="87" class="alignright size-full wp-image-2215" />The Entertainment Software Association (ESA) Foundation awarded 30 students with scholarships for the 2011-12 academic year recently. The purpose is to expand educational opportunities for aspiring game designers and impassion the next generation of industry innovators. Totaling $90,000, 15 college students currently enrolled in video game-related programs, as well as 15 graduating high school seniors aspiring to pursue a degree in video game design or development received scholarships &#8230;.</p>
<p>This year&#8217;s grantees hail from a diverse collection of 21 colleges and universities from across the nation, including DePaul University, Rochester Institute of Technology, George Mason University, and Drexel University. Additionally, this year&#8217;s recipients have academic and artistic concentrations in a wide array of video game-related fields, consisting of computer science and programming, software engineering, graphic design, animation and digital entertainment &#8230;.</p>
<p>The wide spectrum of schools and concentrations reflects a growing trend among institutions of higher education to offer video game-related programs &#8230;.</p>
<p>Generating over $25 billion in revenue in 2010, the video game industry has proven to be one of America&#8217;s fastest-growing business sectors &#8230;.</p>
<p>&#8211; <a href="http://www.gameindustry.com/ih/item.asp?id=3745">Game Industry News</a>
</p></blockquote>
<p>Congratulations to the recipients!</p>
<p>See also <a href="http://www.esafoundation.org/">Entertainment Software Association Foundation</a>.</p>
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		<title>AI Game Design: The Shibumi Challenge</title>
		<link>http://handyvandal.com/2012/01/ai-game-design-the-shibumi-challenge/</link>
		<comments>http://handyvandal.com/2012/01/ai-game-design-the-shibumi-challenge/#comments</comments>
		<pubDate>Wed, 04 Jan 2012 02:41:51 +0000</pubDate>
		<dc:creator>the_handy_vandal</dc:creator>
				<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://handyvandal.com/?p=2191</guid>
		<description><![CDATA[Shibumi (the game) is the subject of the Shibumi Challenge, an upcoming experiment in automated game design. 
The overall aim is to compare the dynamics of evolutionary versus Monte Carlo search methods for game design, and to gauge the usefulness of the computer as a creative collaborator in the game design process.
The ideal game system [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://handyvandal.com/wphv/wp-content/uploads/2012/01/shibumi_pic1192760_t.png" alt="Shibumi" title="Shibumi" width="200" height="138" class="alignright size-full wp-image-2198" /><a href="http://boardgamegeek.com/blogpost/6931/ai-game-design-the-shibumi-challenge">Shibumi</a> (the game) is the subject of the <a href="http://boardgamegeek.com/geeklist/75022/the-shibumi-challenge-geeklist">Shibumi Challenge</a>, an upcoming experiment in automated game design. </p>
<blockquote><p>The overall aim is to compare the dynamics of evolutionary versus Monte Carlo search methods for game design, and to gauge the usefulness of the computer as a creative collaborator in the game design process.</p>
<p>The ideal game system to test these ideas would be:</p>
<ul>
<li>Tightly constrained and with a small, clearly defined rule set.</li>
<li>Simple enough that most of the rule combination space could be searched.</li>
<li>Complex enough to provide a range of interesting games.</li>
<li>Small enough that its board state would fit into a single integer (for efficient implementation).</li>
<li>Novel enough that its search space was largely unexplored.</li>
</ul>
<p><img src="http://handyvandal.com/wphv/wp-content/uploads/2012/01/shibumi_pic1110001_t.png" alt="Shibumi" title="Shibumi" width="200" height="150" class="alignright size-full wp-image-2205" /><br />
While I was looking for such a system, abstract gamer Tom Gilchrist mentioned a concept from Japanese aesthetics called <em>shibui</em>. Shibui objects balance simplicity with complexity; they may initially seem deceptively plain, but will reveal hidden depths and become more interesting the more time is spent with them.</p>
<p>&#8211; <a href="http://boardgamegeek.com/blogpost/6931/ai-game-design-the-shibumi-challenge">Cameron Browne</a> @ BoardGameGeek</p></blockquote>
<p>See also <a href="http://en.wikipedia.org/wiki/Shibui">Shibui</a> @ Wikipedia.</p>
<p><img src="http://handyvandal.com/wphv/wp-content/uploads/2012/01/shibumi_1177300_t.jpg" alt="SHIBUMI" title="SHIBUMI" width="200" height="36" class="aligncenter size-full wp-image-2196" /></p>
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		<title>Soft Guerilla</title>
		<link>http://handyvandal.com/2012/01/soft-guerilla/</link>
		<comments>http://handyvandal.com/2012/01/soft-guerilla/#comments</comments>
		<pubDate>Mon, 02 Jan 2012 02:00:49 +0000</pubDate>
		<dc:creator>the_handy_vandal</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Violence]]></category>

		<guid isPermaLink="false">http://handyvandal.com/?p=2178</guid>
		<description><![CDATA[Kyle Bean has created a series of &#8220;weapons made from harmless materials&#8221; for CUT magazine.
These images have a playful quality &#8212; playful about violence &#8212; which makes me think about game design, and the pleasures of violent videogames. 

CUT magazine: &#8216;Soft Guerilla&#8217;
A series of weapons made from harmless materials for a feature article centred around [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://handyvandal.com/wphv/wp-content/uploads/2012/01/bean-kyle_knuckles.png" alt="Kyle Bean : Knuckle Duster" title="Kyle Bean : Knuckle Duster" width="175" height="233" class="alignright size-full wp-image-2182" />Kyle Bean has created a series of &#8220;weapons made from harmless materials&#8221; for CUT magazine.</p>
<p>These images have a playful quality &#8212; playful about violence &#8212; which makes me think about game design, and the pleasures of violent videogames. </p>
<blockquote><p>
CUT magazine: &#8216;Soft Guerilla&#8217;</p>
<p>A series of weapons made from harmless materials for a feature article centred around the topic of &#8216;Guerilla Gardening&#8217; and &#8216;Yarn Bombing&#8217;. </p>
<p>Photography: Sam Hofman</p>
<p>&#8211; <a href="http://www.kylebean.co.uk/portfolio/#cutmagazinesoftguerilla">Kyle Bean</a>
</p></blockquote>
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		<title>Positional Game Design</title>
		<link>http://handyvandal.com/2011/12/positional-game-design/</link>
		<comments>http://handyvandal.com/2011/12/positional-game-design/#comments</comments>
		<pubDate>Thu, 29 Dec 2011 00:23:07 +0000</pubDate>
		<dc:creator>the_handy_vandal</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Secondary Objectives]]></category>

		<guid isPermaLink="false">http://handyvandal.com/?p=2162</guid>
		<description><![CDATA[JoelE recently posted some thoughts on &#8220;the differences in feel between Warcraft 3 and Starcraft 2&#8221; which I found interesting, even though I haven&#8217;t played those games.
I am particularly impressed by the game JoelE invented to demonstrate his thesis:
To explore what kind of effect secondary military objectives have on games, I made a simple game [...]]]></description>
			<content:encoded><![CDATA[<p>JoelE recently posted some thoughts on &#8220;the differences in feel between <em>Warcraft 3</em> and <em>Starcraft 2</em>&#8221; which I found interesting, even though I haven&#8217;t played those games.</p>
<p>I am particularly impressed by the game JoelE invented to demonstrate his thesis:</p>
<blockquote><p>To explore what kind of effect secondary military objectives have on games, I made a simple game that can be played on a chess board. Here are the rules:</p>
<ul>
<li>1s can move 1 space</li>
<li>2s can move 2 spaces</li>
<li>3s can move 3 spaces etc.</li>
<li>Green spaces upgrade from 1 to 2, 2 to 3, etc.</li>
<li>Each upgrade space can be only used once per piece.</li>
<li>To take a piece, move into it.</li>
<li>The game is lost when all pieces are gone</li>
</ul>
<p>Here is a picture of the starting position of the game:</p>
<p><img class="alignnone size-full wp-image-2163" title="Secondary Objectives (JoelE)" src="http://handyvandal.com/wphv/wp-content/uploads/2011/12/JoelE_csJ8g.png" alt="Secondary Objectives (JoelE)" width="240" height="240" /></p>
<p>If you guys want to try this game, and see how the upgrade spaces affect it, you can play on a chess board, using pawns for level 1, horses for level 2, bishops for level 3, queen for level 4, and king for level 5. You may need to improvise if you run out of pieces.</p>
<p>&#8211; <a href="http://www.teamliquid.net/blogs/viewblog.php?id=298111">JoelE</a> @ teamliquid.net
</p></blockquote>
<p>This is brilliant:  re-purposing a chessboard as logic analyzer for computer game strategies.</p>
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		<item>
		<title>Landscape architecture and game design</title>
		<link>http://handyvandal.com/2011/12/landscape-architecture-and-game-design/</link>
		<comments>http://handyvandal.com/2011/12/landscape-architecture-and-game-design/#comments</comments>
		<pubDate>Thu, 22 Dec 2011 00:38:51 +0000</pubDate>
		<dc:creator>the_handy_vandal</dc:creator>
				<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://handyvandal.com/?p=2152</guid>
		<description><![CDATA[&#8220;Landscape architecture &#8230; reminds me of how game design &#8212; not just spatial design, but the designs of rules and systems &#8212; can shape player behavior.&#8221;
Tom Armitage recently posted some interesting observations on landscape architecture and game design:


Above the village of Broadway, in the Cotswolds, stands Broadway Tower. It&#8217;s a three-story-high structure, with three turrets: [...]]]></description>
			<content:encoded><![CDATA[<p><strong>&#8220;Landscape architecture &#8230; reminds me of how game design &#8212; not just spatial design, but the designs of rules and systems &#8212; can shape player behavior.&#8221;</strong></p>
<p>Tom Armitage recently posted some interesting observations on landscape architecture and game design:<br />
<img src="http://handyvandal.com/wphv/wp-content/uploads/2011/12/broadway-tower.png" alt="Broadway Tower" title="Broadway Tower" width="250" height="350" class="alignright size-full wp-image-2153" /></p>
<blockquote><p>
Above the village of Broadway, in the Cotswolds, stands <a href="http://en.wikipedia.org/wiki/Broadway_Tower">Broadway Tower</a>. It&#8217;s a three-story-high structure, with three turrets: a folly which the Arts and Crafts movement would later use as a holiday retreat. And yet when it was built, in the 18th century, its purpose was not to be an attractive tower to overlook the village.</p>
<p>Rather, it was designed to look good from 22 miles away, from the grounds of the Earl of Coventry. Lovely as it is, its real job is to be a romantic piece of background scenery on the horizon.</p>
<p>It was built by the architect <a href="http://en.wikipedia.org/wiki/James_Wyatt">James Wyatt</a>, under the supervision of <a href="http://en.wikipedia.org/wiki/Capability_Brown">Capability Brown</a>, who was perhaps the foremost landscape architect in English history. Brown&#8217;s work reshaped gardens and grounds into carefully designed views for the owners of houses, and defined what landscape architecture itself could be.</p>
<p>We talk a lot about the influence of architecture on game design &#8230;. We can all see the influence on games of a medium in which geometric form and structure is used to influence behavior and manipulate the movement of people through space. It feels like there&#8217;s an obvious comparison between architecture and the design of three-dimensional game levels.</p>
<p>But I think landscape gardening is perhaps a much more interesting comparison point for the structure of game spaces, and one that is oft-neglected.</p>
<p>Landscape architecture shapes the behavior and intent of its observers without walls or markers. Instead, it focuses on surprise and delight: as your eye follows the gentle slope of a path down to a lake, it should feel like you discovered this. It feels like a coincidence of marvellous proportions, a secret that you discovered, that the eye is led so gracefully. In fact, it&#8217;s a carefully designed experience.</p>
<p>This reminds me of how game design &#8212; not just spatial design, but the designs of rules and systems &#8212; can shape player behavior. </p>
<p>&#8211; <a href="http://killscreendaily.com/articles/game-design-everyday-things-shape-future">Tom Armitage</a> @ Kill Screen
</p></blockquote>
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