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	<title>Comments on: “Stories in games are typically not good, right?” – Braid designer on Themes vs Gameplay</title>
	<atom:link href="http://www.gamesbrief.com/2009/01/stories-in-games-are-typically-not-good-right-braid-designer-on-themes-vs-gameplay/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gamesbrief.com/2009/01/stories-in-games-are-typically-not-good-right-braid-designer-on-themes-vs-gameplay/</link>
	<description>The Business of Games</description>
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		<title>By: Tom jubert</title>
		<link>http://www.gamesbrief.com/2009/01/stories-in-games-are-typically-not-good-right-braid-designer-on-themes-vs-gameplay/comment-page-1/#comment-41</link>
		<dc:creator>Tom jubert</dc:creator>
		<pubDate>Thu, 29 Jan 2009 15:00:27 +0000</pubDate>
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		<description>Yeah, saw that at the time, v interesting experiment.

I think they&#039;re working on a more ambitious version called The Dinner Party at the moment... or something along those lines.</description>
		<content:encoded><![CDATA[<p>Yeah, saw that at the time, v interesting experiment.</p>
<p>I think they&#8217;re working on a more ambitious version called The Dinner Party at the moment&#8230; or something along those lines.</p>
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		<title>By: Patrick</title>
		<link>http://www.gamesbrief.com/2009/01/stories-in-games-are-typically-not-good-right-braid-designer-on-themes-vs-gameplay/comment-page-1/#comment-38</link>
		<dc:creator>Patrick</dc:creator>
		<pubDate>Tue, 27 Jan 2009 20:46:00 +0000</pubDate>
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		<description>Tom - I&#039;m not sure if you&#039;ve ever checked out Façade (http://www.interactivestory.net/) but it&#039;s a fascinating, albeit rough, example of one route that non-linear narrative can go. To get the most out of it, play it twice, once trying to split the couple up, and once trying to get them to stay together...</description>
		<content:encoded><![CDATA[<p>Tom &#8211; I&#8217;m not sure if you&#8217;ve ever checked out Façade (<a href="http://www.interactivestory.net/" rel="nofollow">http://www.interactivestory.net/</a>) but it&#8217;s a fascinating, albeit rough, example of one route that non-linear narrative can go. To get the most out of it, play it twice, once trying to split the couple up, and once trying to get them to stay together&#8230;</p>
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		<title>By: Tom Jubert</title>
		<link>http://www.gamesbrief.com/2009/01/stories-in-games-are-typically-not-good-right-braid-designer-on-themes-vs-gameplay/comment-page-1/#comment-37</link>
		<dc:creator>Tom Jubert</dc:creator>
		<pubDate>Tue, 27 Jan 2009 15:27:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/?p=620#comment-37</guid>
		<description>Before anyone says it: &#039;Wow, essay.&quot;

I tried to publicise a few of the smaller, artier games in this post that may not be in the common vocabulary - things like The Graveyard and The Passage. Do let me know what you think should you check them out, or if there are any other games you&#039;d recommend in a similar vein.</description>
		<content:encoded><![CDATA[<p>Before anyone says it: &#8216;Wow, essay.&#8221;</p>
<p>I tried to publicise a few of the smaller, artier games in this post that may not be in the common vocabulary &#8211; things like The Graveyard and The Passage. Do let me know what you think should you check them out, or if there are any other games you&#8217;d recommend in a similar vein.</p>
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