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<channel>
	<title>Dodo Blog</title>
	<atom:link href="http://www.ninjadodo.net/dodoblog/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.ninjadodo.net/dodoblog</link>
	<description>Art, animation, games… and dodos.</description>
	<lastBuildDate>Tue, 09 Mar 2010 23:09:56 +0000</lastBuildDate>
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			<item>
		<title>Linkage</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2010/03/09/linkage/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2010/03/09/linkage/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 23:09:56 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Writing]]></category>
		<category><![CDATA[Patrick Redding]]></category>
		<category><![CDATA[Splinter Cell]]></category>
		<category><![CDATA[Team Fortress 2]]></category>
		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=610</guid>
		<description><![CDATA[Some links for perusing purposes:

The psychology of avatar customization,
Patrick Redding on co-op narrative and NPC interaction,
intriguing insight into Valve&#8217;s design process,
and a cool new animation blog and podcast.
Enjoy responsibly.
]]></description>
			<content:encoded><![CDATA[<p>Some links for perusing purposes:</p>
<ul>
<a href="http://www.artfulgamer.com/2009/10/16/body-armour-and-the-problem-of-avataritis/">The psychology of avatar customization</a>,</p>
<p><a href="http://www.gamasutra.com/view/feature/4290/on_changing_the_shape_of_.php">Patrick Redding on co-op narrative and NPC interaction</a>,</p>
<p><a href="http://www.teamfortress.com/post.php?id=3539">intriguing insight into Valve&#8217;s design process</a>,</p>
<p><a href="http://www.speakingofanimation.com/">and a cool new animation blog and podcast</a>.</ul>
<p>Enjoy responsibly.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Prototyping</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2010/02/06/prototyping/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2010/02/06/prototyping/#comments</comments>
		<pubDate>Sat, 06 Feb 2010 10:47:29 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[fish]]></category>
		<category><![CDATA[guppy]]></category>
		<category><![CDATA[prototype]]></category>
		<category><![CDATA[swim]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=597</guid>
		<description><![CDATA[If you&#8217;ve read my blog for any length of time you&#8217;ll know that besides animation I also enjoy game design and I&#8217;ve recently been tinkering with a little prototype that started as a movement-test and is slowly growing into an actual game.



Graphics are placeholder. Haven&#8217;t decided what to do for visuals yet&#8230;
]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;ve read my blog for any length of time you&#8217;ll know that besides animation I also enjoy game design and I&#8217;ve recently been tinkering with <a href="http://forums.tigsource.com/index.php?topic=6232.0">a little prototype</a> that started as a movement-test and is slowly growing into an actual game.</p>
<p><center><br />
<a href="http://forums.tigsource.com/index.php?topic=6232.0"><img src="http://www.ninjadodo.net/temp/img/gup_screen_noframe.gif" alt="Guppy (working title)" align="middle" /></a><br />
</center></p>
<p>Graphics are placeholder. Haven&#8217;t decided what to do for visuals yet&#8230;</p>
]]></content:encoded>
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		<item>
		<title>Vampires</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2010/01/30/vampires/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2010/01/30/vampires/#comments</comments>
		<pubDate>Sat, 30 Jan 2010 10:32:17 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Writing]]></category>
		<category><![CDATA[Brian Mitsoda]]></category>
		<category><![CDATA[Vampire The Masquerade Bloodlines]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=588</guid>
		<description><![CDATA[
http://www.rockpapershotgun.com/2009/04/06/interview-without-a-vampire-bloodlines-b-mitsoda/
This is old, but I was re-reading it recently and there&#8217;s some great points about game writing in there&#8230; Bloodlines is one my favourite games, a real diamond in the rough; unfinished in places, but community patches have solved most issues and at its best it rivals classics like Deus Ex for character interaction and [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.rockpapershotgun.com/2009/04/06/interview-without-a-vampire-bloodlines-b-mitsoda/"><img src="http://www.ninjadodo.net/temp/img/vampire480.jpg" alt="Vampire Bloodlines" align="middle" /></p>
<p><a href="http://www.rockpapershotgun.com/2009/04/06/interview-without-a-vampire-bloodlines-b-mitsoda/">http://www.rockpapershotgun.com/2009/04/06/interview-without-a-vampire-bloodlines-b-mitsoda/</a></p>
<p>This is old, but I was re-reading it recently and there&#8217;s some great points about game writing in there&#8230; <em>Bloodlines</em> is one my favourite games, a real diamond in the rough; unfinished in places, but <a href="http://www.patches-scrolls.de/vampire_bloodlines.php">community patches</a> have solved most issues and at its best it rivals classics like <em>Deus Ex</em> for character interaction and atmosphere.</p>
]]></content:encoded>
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		<title>Story Problems &#8211; 3</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2010/01/23/story-problems-3/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2010/01/23/story-problems-3/#comments</comments>
		<pubDate>Sat, 23 Jan 2010 21:42:55 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Film]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Writing]]></category>
		<category><![CDATA[GTAIV]]></category>
		<category><![CDATA[ludo-narrative dissonance]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[Nathan Drake]]></category>
		<category><![CDATA[Star Wars]]></category>
		<category><![CDATA[story]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=536</guid>
		<description><![CDATA[The story discussion continues.
Again, SPOILERS&#8230;
The heart of a good story are its characters. They don&#8217;t have to be likeable, but they have to be interesting and above all believable. Sometimes a character will say or do something that just seems wrong&#8230; People change, certainly, but you know that character would not make that choice at [...]]]></description>
			<content:encoded><![CDATA[<p>The story discussion continues.</p>
<p>Again, <em>SPOILERS</em>&#8230;</p>
<p>The heart of a good story are its characters. They don&#8217;t have to be likeable, but they have to be interesting and above all <em>believable</em>. Sometimes a character will say or do something that just seems wrong&#8230; People change, certainly, but you know <em>that</em> character would not make <em>that</em> choice at <em>that</em> point in their life&#8230;</p>
<p>For example, when Anakin turns to the dark side in <em>Star Wars Episode 3</em> it seems hard to believe that despite all his fear and anger he would suddenly <a href="http://www.youtube.com/watch?v=7hFkkAic0Ck">murder innocent children</a> in cold blood. Darth Vader? Sure. But Anakin&#8217;s not there yet.</p>
<p>It hurts the believability of the character and makes it harder to buy into the story as a whole. If you want people to care about your story <strong>you can&#8217;t betray your characters</strong>.</p>
<p>But enough about movies&#8230; What of the troubled relationship between story and <em>interaction</em>? Staying true to character in games is a tricky one:</p>
<p><strong>PLAYER/STORY-CONFLICT</strong></p>
<p>Often referred to as <em>&#8220;<a href="http://www.gamasutra.com/php-bin/news_index.php?story=19650">ludo-narrative dissonance</a>&#8220;</em>, it&#8217;s a fancy way of saying: the actions the player is encouraged to take do not mesh with the fiction of the game world. You play a likeable hero, but the gameplay is based around murdering hundreds of people. You&#8217;re out to save the universe, but you do it by stealing everything that isn&#8217;t nailed down&#8230; <em>that kind of thing</em>.</p>
<p><a href="http://www.designersnotebook.com/Columns/027_Letter_From_a_Dungeon/027_letter_from_a_dungeon.htm">Not a new problem</a>, but it has become more noticable as game stories develop a certain degree of subtlety. Nathan Drake may be a lovable rogue during cutscenes, but in the hands of the player <a href="http://experiencepoints.blogspot.com/2009/07/nathan-drake-in-curse-of-ludonarrative.html">he&#8217;s a ruthless killer</a>. <em>GTAIV</em> may let you have a pretend social life, but on the way to your date you probably <a href="http://www.penny-arcade.com/comic/2008/5/02/">ran over twenty pedestrians</a>.</p>
<p>It&#8217;s <a href="http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html">a difficult problem</a>. The games that <a href="http://www.gamasutra.com/php-bin/news_index.php?story=17991">get it right</a> &#8211; where what the player is thinking and doing <a href="http://www.ninjadodo.net/temp/img/monkey1.png">matches the character</a> &#8211; are all the more powerful for it.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Crunch</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2010/01/19/crunch-2/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2010/01/19/crunch-2/#comments</comments>
		<pubDate>Tue, 19 Jan 2010 23:29:32 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[crunch]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[IGDA]]></category>
		<category><![CDATA[quality of life]]></category>
		<category><![CDATA[Rockstar]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=518</guid>
		<description><![CDATA[I mentioned developer credit as a problem the games industry is still struggling with, but another more pressing issue is quality of life. A few years ago &#8220;ea_spouse &#8221; brought to light some disturbing development practices at EA, today it seems similar things are going on at Rockstar. The United States seem particularly prone to [...]]]></description>
			<content:encoded><![CDATA[<p>I mentioned developer credit as a problem the games industry is still struggling with, but another more pressing issue is <em>quality of life</em>. A few years ago &#8220;<a href="http://ea-spouse.livejournal.com/">ea_spouse</a> &#8221; brought to light some disturbing development practices at EA, today it seems similar things are going on <a href="http://www.gamasutra.com/blogs/RockstarSpouse/20100107/4032/Wives_of_Rockstar_San_Diego_employees_have_collected_themselves.php">at Rockstar</a>. The United States seem particularly prone to excess in this regard, but development practices in Europe are hardly perfect, though it varies from company to company.</p>
<p>The IGDA has <a href="http://archives.igda.org/qol/whitepaper.php">suggested solutions</a>, but their implementation remains limited. Making games and having a life should not have to be mutually exclusive.</p>
<p>[I should probably note I haven't done any crunch lately... my concern is directed at the industry in general]</p>
]]></content:encoded>
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		<item>
		<title>Know your classics</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2010/01/17/know-your-classics/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2010/01/17/know-your-classics/#comments</comments>
		<pubDate>Sun, 17 Jan 2010 11:39:02 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[History]]></category>
		<category><![CDATA[Eric Chahi]]></category>
		<category><![CDATA[Frédérick Raynal]]></category>
		<category><![CDATA[Jordan Mechner]]></category>
		<category><![CDATA[Paul Cuisset]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=469</guid>
		<description><![CDATA[Two great interviews with four gaming legends: Mechner, Chahi, Raynal and Cuisset, creators of such games as Prince of Persia, Little Big Adventure, Flashback and Another World. (en français)
The first is also available in English.
Prince, LBA and Flashback are still among my fondest gaming memories and it&#8217;s a treat to read about their creators&#8217; thoughtful [...]]]></description>
			<content:encoded><![CDATA[<p>Two great interviews with four gaming legends: <a href="http://ericviennot.blogs.liberation.fr/ericviennot/2009/10/chahimechner-linterview-des-l%C3%A9gendes-1.html">Mechner, Chahi,</a> <a href="http://ericviennot.blogs.liberation.fr/ericviennot/2008/09/raynal-cuisse-1.html">Raynal and Cuisset</a>, creators of such games as Prince of Persia, Little Big Adventure, Flashback and Another World. (<em>en français</em>)</p>
<p>The first is <a href="http://www.gamasutra.com/view/feature/4239/the_auteur_forum_mechner_and_.php">also available in English</a>.</p>
<p>Prince, LBA and Flashback are still among my fondest gaming memories and it&#8217;s a treat to read about their creators&#8217; thoughtful and eclectic approach to design.</p>
<ul>
<p><em>&#8220;Don&#8217;t dissipate the energy and passion of the original idea by becoming your own critic too early in the process. (&#8230;) start taking the necessary steps to turn your idea into reality, while you still feel the clarity and strong desire of that first inspiration&#8221;</em> <strong>Jordan Mechner</strong></p>
<p><em>&#8220;Story prolongs the enjoyment of the player, but it does not create it.&#8221;</em><br />
<strong>Frédérick Raynal</strong>
</ul>
]]></content:encoded>
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		</item>
		<item>
		<title>More Links</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2010/01/07/more-links/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2010/01/07/more-links/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 21:40:13 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[indie]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=455</guid>
		<description><![CDATA[Worth a read:
Edmund McMillen&#8217;s has tips on indie game development,
and Adam Saltsman advocates accessibility.
]]></description>
			<content:encoded><![CDATA[<p>Worth a read:</p>
<ul><a href="http://www.indiegames.com/blog/2009/12/opinion_indie_game_design_dos.html">Edmund McMillen&#8217;s has tips on indie game development</a>,</p>
<p><a href="http://www.gamasutra.com/view/news/26386/Analysis_Game_Design_Accessibility_Matters.php">and Adam Saltsman advocates accessibility</a>.</ul>
]]></content:encoded>
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		<item>
		<title>Credit</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2009/12/20/games-crediting/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2009/12/20/games-crediting/#comments</comments>
		<pubDate>Sun, 20 Dec 2009 10:50:56 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[credits]]></category>
		<category><![CDATA[IGDA]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=449</guid>
		<description><![CDATA[Games are a relatively young industry and there&#8217;s much still to improve&#8230; One of the first steps for game developers to be treated fairly is receiving proper credit for the work they do, which appears to often still be a problem.
]]></description>
			<content:encoded><![CDATA[<p>Games are a relatively young industry and there&#8217;s much still to improve&#8230; One of the first steps for game developers to be treated fairly is <a href="http://www.igda.org/credit-standards">receiving proper credit</a> for the work they do, which appears to often still be <a href="http://kotaku.com/5427863/they-worked-on-the-game-you-played-but-didnt-get-credit">a problem</a>.</p>
]]></content:encoded>
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		<item>
		<title>Shiny</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2009/12/15/shiny/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2009/12/15/shiny/#comments</comments>
		<pubDate>Tue, 15 Dec 2009 23:31:26 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Bioware]]></category>
		<category><![CDATA[Charlie Brooker]]></category>
		<category><![CDATA[Design Reboot]]></category>
		<category><![CDATA[video reference]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=424</guid>
		<description><![CDATA[Some various links of interest:

Charlie Brooker makes a compelling case for games as a medium,
Bioware has tips for those looking to break into the industry,
Gausswerks rethinks some games that could have been great,
and here&#8217;s a nifty open-source tool for analyzing video reference!
]]></description>
			<content:encoded><![CDATA[<p>Some various links of interest:</p>
<ol>
<a href="http://www.guardian.co.uk/technology/2009/dec/11/charlie-brooker-i-love-videogames">Charlie Brooker makes a compelling case for games as a medium</a>,</p>
<p><a href="http://gim.acanaday.com/">Bioware has tips for those looking to break into the industry</a>,</p>
<p><a href="http://designreboot.blogspot.com/">Gausswerks rethinks some games that could have been great</a>,</p>
<p><a href="http://www.kinovea.org/en/">and here&#8217;s a nifty open-source tool for analyzing video reference</a>!</ol>
]]></content:encoded>
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		<title>Story Problems &#8211; 2</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2009/12/05/story-problems-2/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2009/12/05/story-problems-2/#comments</comments>
		<pubDate>Sat, 05 Dec 2009 22:26:46 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Film]]></category>
		<category><![CDATA[Writing]]></category>
		<category><![CDATA[Lord of the Rings]]></category>
		<category><![CDATA[Peter Jackson]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[The Two Towers]]></category>
		<category><![CDATA[Tolkien]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=392</guid>
		<description><![CDATA[FOCUS
Deleted scenes are deleted for a reason.
Maybe this is controversial, but I felt Peter Jackson got a little carried away with the extended editions of The Lord of the Rings.

Now, I *love* Jackson&#8217;s Lord of the Rings trilogy, but with the exception of The Two Towers I find the cinema version vastly superior to the [...]]]></description>
			<content:encoded><![CDATA[<p><strong>FOCUS</strong></p>
<p>Deleted scenes are deleted for a reason.</p>
<p>Maybe this is controversial, but I felt Peter Jackson got a little carried away with the extended editions of <em>The Lord of the Rings</em>.</p>
<p><img src="http://www.ninjadodo.net/temp/img/extended.jpg" alt="LOTR extended" /></p>
<p>Now, I <strong>*love*</strong> Jackson&#8217;s Lord of the Rings trilogy, but with the exception of <em>The Two Towers</em> I find the cinema version vastly superior to the extended cut.</p>
<p>For all the &#8216;missing&#8217; scenes they add, they don&#8217;t make the story any better and pacing goes out the window&#8230; All they end up doing is pander to the die-hard Tolkien fans that were never going to be satisfied anyway with anything less than a word-for-word adaptation.</p>
<p>It&#8217;s telling that writing this I can&#8217;t actually remember any scene from the extended <em>Fellowship</em> or <em>Return</em> except for the Bilbo-narrated intro which replaced the much more interesting scene between Gandalf and Frodo. And I only remember it because it annoyed me so much.</p>
<p><em>Towers</em> I liked, because here was a scene &#8211; the capture of Osgiliath &#8211; that was not only entertaining in itself, but significantly added to <strong>three</strong> of the major characters in the story, exploring the relationship between brothers Boromir and Faramir, and their father Denethor. A few other scenes stood out (the burial song, the exchange between Sam and Gollum in the sewers), but this one sequence really showed the difference between adding and <em>padding</em>&#8230;</p>
<p>If you&#8217;ve got a scene that doesn&#8217;t help the narrative or develop the main characters, or worse, <strong>states the blindingly obvious</strong>&#8230; it probably shouldn&#8217;t be in there.</p>
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