<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	>
<channel>
	<title>Comments on: The gaming continua</title>
	<atom:link href="http://cruiseelroy.net/2008/05/continua/feed/" rel="self" type="application/rss+xml" />
	<link>http://cruiseelroy.net/feeder/?FeederAction=clicked&amp;feed=Comments+on+Articles+%28RSS2%29&amp;seed=http%3A%2F%2Fcruiseelroy.net%2F2008%2F05%2Fcontinua%2F%23comment-&amp;seed_title=The+gaming+continua</link>
	<description>Intelligent discussion of video games</description>
	<pubDate>Sat, 06 Sep 2008 03:06:24 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.6</generator>
	<xhtml:meta xmlns:xhtml="http://www.w3.org/1999/xhtml" name="robots" content="noindex" />
	<item>
		<title>By: Dan Bruno</title>
		<link>http://cruiseelroy.net/feeder/?FeederAction=clicked&amp;feed=Comments+on+Articles+%28RSS2%29&amp;seed=http%3A%2F%2Fcruiseelroy.net%2F2008%2F05%2Fcontinua%2F%23comment-442&amp;seed_title=The+gaming+continua#comment-442</link>
		<dc:creator>Dan Bruno</dc:creator>
		<pubDate>Fri, 09 May 2008 21:58:03 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=81#comment-442</guid>
		<description>English majors unite! I'd certainly be interested in hearing what you have to say on authorial intent in games -- let me know how it goes.

Man, I should have done a thesis.</description>
		<content:encoded><![CDATA[<p>English majors unite! I&#8217;d certainly be interested in hearing what you have to say on authorial intent in games &#8212; let me know how it goes.</p>
<p>Man, I should have done a thesis.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Daniel</title>
		<link>http://cruiseelroy.net/feeder/?FeederAction=clicked&amp;feed=Comments+on+Articles+%28RSS2%29&amp;seed=http%3A%2F%2Fcruiseelroy.net%2F2008%2F05%2Fcontinua%2F%23comment-435&amp;seed_title=The+gaming+continua#comment-435</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Fri, 09 May 2008 05:17:52 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=81#comment-435</guid>
		<description>Haha, funny you should say English major - I'm currently completing my thesis in English (Cultural Studies) with a major component on authorial intent/voice in games. I'll get back to you in a semester's time with a copy, if you're interested. :p</description>
		<content:encoded><![CDATA[<p>Haha, funny you should say English major - I&#8217;m currently completing my thesis in English (Cultural Studies) with a major component on authorial intent/voice in games. I&#8217;ll get back to you in a semester&#8217;s time with a copy, if you&#8217;re interested. :p</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dan Bruno</title>
		<link>http://cruiseelroy.net/feeder/?FeederAction=clicked&amp;feed=Comments+on+Articles+%28RSS2%29&amp;seed=http%3A%2F%2Fcruiseelroy.net%2F2008%2F05%2Fcontinua%2F%23comment-434&amp;seed_title=The+gaming+continua#comment-434</link>
		<dc:creator>Dan Bruno</dc:creator>
		<pubDate>Fri, 09 May 2008 03:33:18 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=81#comment-434</guid>
		<description>Daniel: Ooh, now we're getting dangerously close to English major territory. ;) I haven't yet formulated an opinion on authorial intent in video games, but I'll think it over and maybe work up a post about it.

Michael: I think you may be right that self-reflexiveness doesn't really belong in this theory. The idea of a "video-gaminess" continuum still appeals to me, though; maybe I'd revise it to have &lt;em&gt;Wii Fit&lt;/em&gt; on one end and [insert super-mega-hardcore game here] on the other. (What game goes there, anyway? &lt;em&gt;Ikaruga&lt;/em&gt;? &lt;em&gt;Europa Universalis&lt;/em&gt;? &lt;em&gt;Nethack&lt;/em&gt;?)

Also, I'm eight kinds of excited about &lt;em&gt;EarthBound&lt;/em&gt;. I especially love how much attention it's been getting from the major gaming sites. Hopefully someone at Nintendo will faint at the sales numbers, get revived, and then release that rumored Mother 1-3 compilation cart for the DS. :)</description>
		<content:encoded><![CDATA[<p>Daniel: Ooh, now we&#8217;re getting dangerously close to English major territory. ;) I haven&#8217;t yet formulated an opinion on authorial intent in video games, but I&#8217;ll think it over and maybe work up a post about it.</p>
<p>Michael: I think you may be right that self-reflexiveness doesn&#8217;t really belong in this theory. The idea of a &#8220;video-gaminess&#8221; continuum still appeals to me, though; maybe I&#8217;d revise it to have <em>Wii Fit</em> on one end and [insert super-mega-hardcore game here] on the other. (What game goes there, anyway? <em>Ikaruga</em>? <em>Europa Universalis</em>? <em>Nethack</em>?)</p>
<p>Also, I&#8217;m eight kinds of excited about <em>EarthBound</em>. I especially love how much attention it&#8217;s been getting from the major gaming sites. Hopefully someone at Nintendo will faint at the sales numbers, get revived, and then release that rumored Mother 1-3 compilation cart for the DS. :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michael Abbott</title>
		<link>http://cruiseelroy.net/feeder/?FeederAction=clicked&amp;feed=Comments+on+Articles+%28RSS2%29&amp;seed=http%3A%2F%2Fcruiseelroy.net%2F2008%2F05%2Fcontinua%2F%23comment-433&amp;seed_title=The+gaming+continua#comment-433</link>
		<dc:creator>Michael Abbott</dc:creator>
		<pubDate>Fri, 09 May 2008 03:08:04 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=81#comment-433</guid>
		<description>Forgot to thank you for mentioning that EARTHBOUND IS COMING TO THE VC!!

It simply can't be emphasized enough: EARTHBOUND IS COMING TO THE VC!!

Woo hoo!

:-)</description>
		<content:encoded><![CDATA[<p>Forgot to thank you for mentioning that EARTHBOUND IS COMING TO THE VC!!</p>
<p>It simply can&#8217;t be emphasized enough: EARTHBOUND IS COMING TO THE VC!!</p>
<p>Woo hoo!</p>
<p>:-)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michael Abbott</title>
		<link>http://cruiseelroy.net/feeder/?FeederAction=clicked&amp;feed=Comments+on+Articles+%28RSS2%29&amp;seed=http%3A%2F%2Fcruiseelroy.net%2F2008%2F05%2Fcontinua%2F%23comment-432&amp;seed_title=The+gaming+continua#comment-432</link>
		<dc:creator>Michael Abbott</dc:creator>
		<pubDate>Fri, 09 May 2008 02:59:54 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=81#comment-432</guid>
		<description>@Matthew Would the Brainy Gamer Review have a grand finale kick-line of dancing Zeldas? Abso-posi-lutely! ;-)

The self-reflexivity issue is an interesting one, Dan. The obstacle for me in seeing it as a distinct "leg" or "branch" (I'm swimming in my own bad metaphors) of gaming is that self-reflexivity seems to be about specific moments in games or books or movies. It's like a voice one adopts, rather than a fundamental structure or mode that defines an entire work. The kings of cinematic self-reflexiveness were the New Wave directors of the 50s and 60s (although Buster Keaton beat them to it by thirty years). I think of these films as stylistically very free and boundary-breaking, but the self-reflexive aspects were only a part of this new film language. Looking at the camera and winking is part of a larger overall revision that includes other distinctive elements.

I think I see video games like No More Heroes in the same way, although I admittedly haven't thought about self-reflexivity in games as much as I have with film.</description>
		<content:encoded><![CDATA[<p>@Matthew Would the Brainy Gamer Review have a grand finale kick-line of dancing Zeldas? Abso-posi-lutely! ;-)</p>
<p>The self-reflexivity issue is an interesting one, Dan. The obstacle for me in seeing it as a distinct &#8220;leg&#8221; or &#8220;branch&#8221; (I&#8217;m swimming in my own bad metaphors) of gaming is that self-reflexivity seems to be about specific moments in games or books or movies. It&#8217;s like a voice one adopts, rather than a fundamental structure or mode that defines an entire work. The kings of cinematic self-reflexiveness were the New Wave directors of the 50s and 60s (although Buster Keaton beat them to it by thirty years). I think of these films as stylistically very free and boundary-breaking, but the self-reflexive aspects were only a part of this new film language. Looking at the camera and winking is part of a larger overall revision that includes other distinctive elements.</p>
<p>I think I see video games like No More Heroes in the same way, although I admittedly haven&#8217;t thought about self-reflexivity in games as much as I have with film.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Daniel</title>
		<link>http://cruiseelroy.net/feeder/?FeederAction=clicked&amp;feed=Comments+on+Articles+%28RSS2%29&amp;seed=http%3A%2F%2Fcruiseelroy.net%2F2008%2F05%2Fcontinua%2F%23comment-414&amp;seed_title=The+gaming+continua#comment-414</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Thu, 08 May 2008 05:33:30 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=81#comment-414</guid>
		<description>Yeah, you do have a good point, especially given that I believe on more than a few occasions the various makers of Zelda have come out and said they don't really believe in art in games.

On the other hand, to a certain extent, it doesn't really matter what the 'author' intended. We can still interpret meaning within the game even if the producer comes out and says it isn't there. This is partly because games are such a collaborative medium and no one person can really step back and say what the meaning definitively is; but also because if we are looking at this in a reflexive, post-modern sense, we can start talking about the authorship, or lack of an author in the game.</description>
		<content:encoded><![CDATA[<p>Yeah, you do have a good point, especially given that I believe on more than a few occasions the various makers of Zelda have come out and said they don&#8217;t really believe in art in games.</p>
<p>On the other hand, to a certain extent, it doesn&#8217;t really matter what the &#8216;author&#8217; intended. We can still interpret meaning within the game even if the producer comes out and says it isn&#8217;t there. This is partly because games are such a collaborative medium and no one person can really step back and say what the meaning definitively is; but also because if we are looking at this in a reflexive, post-modern sense, we can start talking about the authorship, or lack of an author in the game.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dan Bruno</title>
		<link>http://cruiseelroy.net/feeder/?FeederAction=clicked&amp;feed=Comments+on+Articles+%28RSS2%29&amp;seed=http%3A%2F%2Fcruiseelroy.net%2F2008%2F05%2Fcontinua%2F%23comment-413&amp;seed_title=The+gaming+continua#comment-413</link>
		<dc:creator>Dan Bruno</dc:creator>
		<pubDate>Thu, 08 May 2008 03:50:48 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=81#comment-413</guid>
		<description>I can't say that I've read him, Daniel. Film in general is a gaping hole in my knowledge, so I'll have to rely on you guys there!

Majora's Mask, and the Zelda series in general, is a tough nut to crack. On one hand there is definitely a sort of winking self-awareness (I'm thinking of the way the NPC dialogue often makes direct reference to controller buttons). At the same time, though, I feel like Zelda games are somewhat traditional in that they want to be approached on their own terms and not from a broader critical perspective. In other words, the time in Majora's Mask feels to me like a game mechanic for its own sake, and not a reflexive commentary on gaming itself. Similarly, I think your second point -- that the NPCs "have no purpose other than to be in the right, preprogrammed place at the right time" -- can be made about just about every video game, and isn't intended to have significance outside of Majora's Mask.

Those are just my personal impressions, though, and I can certainly see where you're coming from. I suppose it comes down to how much intentionality, and what kind, we want to ascribe to a given game's creators.</description>
		<content:encoded><![CDATA[<p>I can&#8217;t say that I&#8217;ve read him, Daniel. Film in general is a gaping hole in my knowledge, so I&#8217;ll have to rely on you guys there!</p>
<p>Majora&#8217;s Mask, and the Zelda series in general, is a tough nut to crack. On one hand there is definitely a sort of winking self-awareness (I&#8217;m thinking of the way the NPC dialogue often makes direct reference to controller buttons). At the same time, though, I feel like Zelda games are somewhat traditional in that they want to be approached on their own terms and not from a broader critical perspective. In other words, the time in Majora&#8217;s Mask feels to me like a game mechanic for its own sake, and not a reflexive commentary on gaming itself. Similarly, I think your second point &#8212; that the NPCs &#8220;have no purpose other than to be in the right, preprogrammed place at the right time&#8221; &#8212; can be made about just about every video game, and isn&#8217;t intended to have significance outside of Majora&#8217;s Mask.</p>
<p>Those are just my personal impressions, though, and I can certainly see where you&#8217;re coming from. I suppose it comes down to how much intentionality, and what kind, we want to ascribe to a given game&#8217;s creators.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Daniel</title>
		<link>http://cruiseelroy.net/feeder/?FeederAction=clicked&amp;feed=Comments+on+Articles+%28RSS2%29&amp;seed=http%3A%2F%2Fcruiseelroy.net%2F2008%2F05%2Fcontinua%2F%23comment-412&amp;seed_title=The+gaming+continua#comment-412</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Thu, 08 May 2008 03:27:55 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=81#comment-412</guid>
		<description>I've been thinking along similar lines for some time, that games have finally found a topic worth thematising - themselves. Have you read any Ackbar Abbas? He's a theorist of Hong Kong cinema and he makes an argument which I think would be very applicable here, for games.

Secondly, I actually consider Majora's Mask to be one of the most postmodern, self-reflexive games around. Think about it - each day draws your attention to the game mechanics, and that the inhabitants of Termina have no purpose other than to be in the right, preprogrammed place at the right time. I'd say more but I have to rush.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been thinking along similar lines for some time, that games have finally found a topic worth thematising - themselves. Have you read any Ackbar Abbas? He&#8217;s a theorist of Hong Kong cinema and he makes an argument which I think would be very applicable here, for games.</p>
<p>Secondly, I actually consider Majora&#8217;s Mask to be one of the most postmodern, self-reflexive games around. Think about it - each day draws your attention to the game mechanics, and that the inhabitants of Termina have no purpose other than to be in the right, preprogrammed place at the right time. I&#8217;d say more but I have to rush.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dan Bruno</title>
		<link>http://cruiseelroy.net/feeder/?FeederAction=clicked&amp;feed=Comments+on+Articles+%28RSS2%29&amp;seed=http%3A%2F%2Fcruiseelroy.net%2F2008%2F05%2Fcontinua%2F%23comment-411&amp;seed_title=The+gaming+continua#comment-411</link>
		<dc:creator>Dan Bruno</dc:creator>
		<pubDate>Wed, 07 May 2008 23:35:04 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=81#comment-411</guid>
		<description>Corvus: You should have seen the first draft. I had my two continua as axes on a Cartesian plane. :)

Matthew: That's a neat theory Godin has, and I think your examples illustrate that it might have some merit here. I think some of the more inane minigame collections that plague the Wii might fit your "casual" extreme.

It's that gulf in the middle that interests me. If it really does exist, then creating &lt;a href="http://cruiseelroy.net/2008/03/bridge-games/" rel="nofollow"&gt;"bridge games"&lt;/a&gt; is probably the wrong approach. Maybe the casual/hardcore dichotomy that &lt;a href="http://insultswordfighting.blogspot.com/2008/01/new-taxonomy-of-gamers-hardcore-casual.html" rel="nofollow"&gt;some critics have lamented&lt;/a&gt; is useful after all.</description>
		<content:encoded><![CDATA[<p>Corvus: You should have seen the first draft. I had my two continua as axes on a Cartesian plane. :)</p>
<p>Matthew: That&#8217;s a neat theory Godin has, and I think your examples illustrate that it might have some merit here. I think some of the more inane minigame collections that plague the Wii might fit your &#8220;casual&#8221; extreme.</p>
<p>It&#8217;s that gulf in the middle that interests me. If it really does exist, then creating <a href="http://cruiseelroy.net/2008/03/bridge-games/" rel="nofollow">&#8220;bridge games&#8221;</a> is probably the wrong approach. Maybe the casual/hardcore dichotomy that <a href="http://insultswordfighting.blogspot.com/2008/01/new-taxonomy-of-gamers-hardcore-casual.html" rel="nofollow">some critics have lamented</a> is useful after all.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Matthew Gallant</title>
		<link>http://cruiseelroy.net/feeder/?FeederAction=clicked&amp;feed=Comments+on+Articles+%28RSS2%29&amp;seed=http%3A%2F%2Fcruiseelroy.net%2F2008%2F05%2Fcontinua%2F%23comment-409&amp;seed_title=The+gaming+continua#comment-409</link>
		<dc:creator>Matthew Gallant</dc:creator>
		<pubDate>Wed, 07 May 2008 22:49:36 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=81#comment-409</guid>
		<description>On the other hand, an actual Brainy Gamer Revue would be kind of cool :P

It's a bit of a stretch, but I'd be interested in tying in your two suggested spectra with &lt;a href="http://sethgodin.typepad.com/seths_blog/2008/05/avoiding-the-pa.html" rel="nofollow"&gt;an idea Seth Godin brought up recently&lt;/a&gt;. Under his paradigm, Halo 3 and GTA4 appeal to the "passion" hardcore gamers, while Wii Sports and Wii Fit appeal to the "pop" casual gamers, and games that fall in the middle (Katamari Damacy? Viva Pinata?) and at the extremes (No More Heroes and Earthbound, but I suppose this doesn't really apply to the casual extreme) tend to find a more niche following.

Grasping at straws? Yes, but grasping FIRMLY.</description>
		<content:encoded><![CDATA[<p>On the other hand, an actual Brainy Gamer Revue would be kind of cool :P</p>
<p>It&#8217;s a bit of a stretch, but I&#8217;d be interested in tying in your two suggested spectra with <a href="http://sethgodin.typepad.com/seths_blog/2008/05/avoiding-the-pa.html" rel="nofollow">an idea Seth Godin brought up recently</a>. Under his paradigm, Halo 3 and GTA4 appeal to the &#8220;passion&#8221; hardcore gamers, while Wii Sports and Wii Fit appeal to the &#8220;pop&#8221; casual gamers, and games that fall in the middle (Katamari Damacy? Viva Pinata?) and at the extremes (No More Heroes and Earthbound, but I suppose this doesn&#8217;t really apply to the casual extreme) tend to find a more niche following.</p>
<p>Grasping at straws? Yes, but grasping FIRMLY.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
