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	<title>Comments for flickeringcolours v2</title>
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	<link>https://flickeringcolours.net/v2</link>
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	<lastBuildDate>Fri, 05 Nov 2010 18:04:22 +0000</lastBuildDate>
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		<title>Comment on The Great Undiscovered of Minecraft by CHRISZAMANILLO.COM :: This Week in Videogame Blogging:October 31st :: http://www.chriszamanillo.com</title>
		<link>https://flickeringcolours.net/v2/?p=139&#038;cpage=1#comment-118</link>
		<dc:creator>CHRISZAMANILLO.COM :: This Week in Videogame Blogging:October 31st :: http://www.chriszamanillo.com</dc:creator>
		<pubDate>Fri, 05 Nov 2010 18:04:22 +0000</pubDate>
		<guid isPermaLink="false">https://flickeringcolours.net/v2/?p=139#comment-118</guid>
		<description>[...] Ruch at Flickering Colours talks about ‘The Great Undiscovered of Minecraft’, dissecting the appeal of the game by breaking it down into two primary feelings: The first [...]</description>
		<content:encoded><![CDATA[<p>[...] Ruch at Flickering Colours talks about ‘The Great Undiscovered of Minecraft’, dissecting the appeal of the game by breaking it down into two primary feelings: The first [...]</p>
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		<title>Comment on Contemplating Rules by Judy Norwood</title>
		<link>https://flickeringcolours.net/v2/?p=93&#038;cpage=1#comment-115</link>
		<dc:creator>Judy Norwood</dc:creator>
		<pubDate>Thu, 04 Nov 2010 12:19:02 +0000</pubDate>
		<guid isPermaLink="false">https://flickeringcolours.net/v2/?p=93#comment-115</guid>
		<description>Don&#039;t have the slightest idea what you&#039;re writing about, but I am IMPRESSED.  Wish your G&#039;pa Ruch could see this.

Hope married life is terrific!

Love, G&#039;ma</description>
		<content:encoded><![CDATA[<p>Don&#8217;t have the slightest idea what you&#8217;re writing about, but I am IMPRESSED.  Wish your G&#8217;pa Ruch could see this.</p>
<p>Hope married life is terrific!</p>
<p>Love, G&#8217;ma</p>
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		<title>Comment on Unpacking Mechanics and Meaning in FarCry 2 by Adam Ruch</title>
		<link>https://flickeringcolours.net/v2/?p=144&#038;cpage=1#comment-114</link>
		<dc:creator>Adam Ruch</dc:creator>
		<pubDate>Wed, 03 Nov 2010 23:28:20 +0000</pubDate>
		<guid isPermaLink="false">https://flickeringcolours.net/v2/?p=144#comment-114</guid>
		<description>So make it a real anti-climactic set-piece. Turn around, back to the wall with gun in hand, army marching slowly towards you; raise your best weapon, aim, &#039;click.&#039;  Weapon Jam. Dead.</description>
		<content:encoded><![CDATA[<p>So make it a real anti-climactic set-piece. Turn around, back to the wall with gun in hand, army marching slowly towards you; raise your best weapon, aim, &#8216;click.&#8217;  Weapon Jam. Dead.</p>
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		<title>Comment on The Great Undiscovered of Minecraft by Adam Ruch</title>
		<link>https://flickeringcolours.net/v2/?p=139&#038;cpage=1#comment-113</link>
		<dc:creator>Adam Ruch</dc:creator>
		<pubDate>Wed, 03 Nov 2010 23:26:18 +0000</pubDate>
		<guid isPermaLink="false">https://flickeringcolours.net/v2/?p=139#comment-113</guid>
		<description>Ugh. That&#039;s a typo on my part heartless. When I wrote this I combined the 450,000 people multiplied by 10 euros to come to a number... only that number isn&#039;t people its euros. Fixed now :)</description>
		<content:encoded><![CDATA[<p>Ugh. That&#8217;s a typo on my part heartless. When I wrote this I combined the 450,000 people multiplied by 10 euros to come to a number&#8230; only that number isn&#8217;t people its euros. Fixed now <img src='/v2/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on The Great Undiscovered of Minecraft by heartlessgamer</title>
		<link>https://flickeringcolours.net/v2/?p=139&#038;cpage=1#comment-112</link>
		<dc:creator>heartlessgamer</dc:creator>
		<pubDate>Wed, 03 Nov 2010 17:10:07 +0000</pubDate>
		<guid isPermaLink="false">https://flickeringcolours.net/v2/?p=139#comment-112</guid>
		<description>500,000 copies have been sold.  The official # is updated at the top of the main site.  Official #s as of 1 PM EST : 1037 servers, 1698953 registered, 538371 purchases</description>
		<content:encoded><![CDATA[<p>500,000 copies have been sold.  The official # is updated at the top of the main site.  Official #s as of 1 PM EST : 1037 servers, 1698953 registered, 538371 purchases</p>
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		<title>Comment on Unpacking Mechanics and Meaning in FarCry 2 by Tweets that mention flickeringcolours v2 » Unpacking Mechanics and Meaning in FarCry 2 -- Topsy.com</title>
		<link>https://flickeringcolours.net/v2/?p=144&#038;cpage=1#comment-111</link>
		<dc:creator>Tweets that mention flickeringcolours v2 » Unpacking Mechanics and Meaning in FarCry 2 -- Topsy.com</dc:creator>
		<pubDate>Wed, 03 Nov 2010 08:04:07 +0000</pubDate>
		<guid isPermaLink="false">https://flickeringcolours.net/v2/?p=144#comment-111</guid>
		<description>[...] This post was mentioned on Twitter by Ben Abraham, Eric Swain. Eric Swain said: @critdistance for TWIVGB https://flickeringcolours.net/v2/?p=144 [...]</description>
		<content:encoded><![CDATA[<p>[...] This post was mentioned on Twitter by Ben Abraham, Eric Swain. Eric Swain said: @critdistance for TWIVGB <a href="/v2/?p=144" rel="nofollow">https://flickeringcolours.net/v2/?p=144</a> [...]</p>
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		<title>Comment on Unpacking Mechanics and Meaning in FarCry 2 by Ben Abraham</title>
		<link>https://flickeringcolours.net/v2/?p=144&#038;cpage=1#comment-110</link>
		<dc:creator>Ben Abraham</dc:creator>
		<pubDate>Wed, 03 Nov 2010 07:42:20 +0000</pubDate>
		<guid isPermaLink="false">https://flickeringcolours.net/v2/?p=144#comment-110</guid>
		<description>I think the endings need to be viewed in light of the game&#039;s commitment of embodiment. If the game has succeeded by the end in connecting you with the forearms of your player character (and it had for me) then the ending wouldn&#039;t be quite the same if you were to go out in a blaze of glory. While an endless gun battle at the end makes more sense, and would be a pretty amazing set-piece in itself, I don&#039;t think it would provide the same kinesthetic payoff. But then again, the briefcase didn&#039;t either so there is that...</description>
		<content:encoded><![CDATA[<p>I think the endings need to be viewed in light of the game&#8217;s commitment of embodiment. If the game has succeeded by the end in connecting you with the forearms of your player character (and it had for me) then the ending wouldn&#8217;t be quite the same if you were to go out in a blaze of glory. While an endless gun battle at the end makes more sense, and would be a pretty amazing set-piece in itself, I don&#8217;t think it would provide the same kinesthetic payoff. But then again, the briefcase didn&#8217;t either so there is that&#8230;</p>
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		<title>Comment on The Great Undiscovered of Minecraft by Adam Ruch</title>
		<link>https://flickeringcolours.net/v2/?p=139&#038;cpage=1#comment-107</link>
		<dc:creator>Adam Ruch</dc:creator>
		<pubDate>Sun, 31 Oct 2010 22:46:42 +0000</pubDate>
		<guid isPermaLink="false">https://flickeringcolours.net/v2/?p=139#comment-107</guid>
		<description>Hey Pippin, thanks for dropping by. 

Its interesting how the same thing can be read in such opposite ways. I don&#039;t totally disagree with you either, I can see where you&#039;re coming from (read your whole post). I guess what is the key difference for me is that in GTA or Mass Effect, for example, there are doors you can&#039;t open. People you can&#039;t talk to, holes you can&#039;t dig etc. In Minecraft, everything that seems possible is possible. There isn&#039;t very much variety in the world, but its all so immediately available to the player to shape and change and interact with. To me, that&#039;s a different kind of world entirely. That world seems to care much more about the player than the worlds that are &#039;mechanically indifferent&#039; to the player&#039;s attempts at interactions. 

On that last point, about being &#039;played out&#039; I think that its more a symptom of the player than the game. I think most players are very much consumers, despite what creative tools they are given for self-expression. Minecraft is exactly a toolbox, but we&#039;re not all carpenters.</description>
		<content:encoded><![CDATA[<p>Hey Pippin, thanks for dropping by. </p>
<p>Its interesting how the same thing can be read in such opposite ways. I don&#8217;t totally disagree with you either, I can see where you&#8217;re coming from (read your whole post). I guess what is the key difference for me is that in GTA or Mass Effect, for example, there are doors you can&#8217;t open. People you can&#8217;t talk to, holes you can&#8217;t dig etc. In Minecraft, everything that seems possible is possible. There isn&#8217;t very much variety in the world, but its all so immediately available to the player to shape and change and interact with. To me, that&#8217;s a different kind of world entirely. That world seems to care much more about the player than the worlds that are &#8216;mechanically indifferent&#8217; to the player&#8217;s attempts at interactions. </p>
<p>On that last point, about being &#8216;played out&#8217; I think that its more a symptom of the player than the game. I think most players are very much consumers, despite what creative tools they are given for self-expression. Minecraft is exactly a toolbox, but we&#8217;re not all carpenters.</p>
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		<title>Comment on The Great Undiscovered of Minecraft by Pippin</title>
		<link>https://flickeringcolours.net/v2/?p=139&#038;cpage=1#comment-106</link>
		<dc:creator>Pippin</dc:creator>
		<pubDate>Sun, 31 Oct 2010 06:09:44 +0000</pubDate>
		<guid isPermaLink="false">https://flickeringcolours.net/v2/?p=139#comment-106</guid>
		<description>Hi Adam, I like the post - it caught my eye particularly because I wrote something that was in some ways contradictory just last night: &lt;a href=&quot;http://www.pippinbarr.com/inininoutoutout/?p=1731&quot; rel=&quot;nofollow&quot;&gt;The World is Not Yours!&lt;/a&gt;. (Hope that doesn&#039;t just look like a crappy bit of html...)

I think there are two parts of what you&#039;ve written here that I wanted to response to. The first being the idea of player as god or demi-god in Minecraft. My experience has been quite the opposite - a lot of the time playing the game I&#039;ve marveled specifically at just how mundane my existence is in the game. It&#039;s true that the mechanic of block addition/removal has a degree of magic to it, but I regard it as more of a convenient version of what humans commonly do in reality - reshape the world one little bit at a time. After all, most (all?) of what we do in Minecraft isn&#039;t really a stretch in terms of possibility. And thus, I cherish the idea that we are specifically *not* gods in the game - unlike all those endless blockbusters in which the universe pauses and waits for us to perform the significant action that will save the world.

Second, it&#039;s interesting that you raise this idea of Minecraft being learnable and ultimately diminished by that learning. I agree that this is a phenomenon that we see in games over and over - three hours in Mass Effect 2 I found myself realising that I&#039;d pretty much played the game out by then and was only continuing for its (repeated) form of entertainment.

I think Minecraft is slightly different in that it&#039;s a provider of tools and potentials rather than a set experience - you choose much more what your attitude to the world is, largely *because* there isn&#039;t an overarching narrative or system of valuation. So I&#039;m not entirely sure I agree that Minecraft suffers in the same way, or at least to the same degree, from this idea of being easily played out, though I agree that the experiences possibly probably do begin to resemble one another after a while.

Anyway, nice post - look forward to seeing what you write next.</description>
		<content:encoded><![CDATA[<p>Hi Adam, I like the post &#8211; it caught my eye particularly because I wrote something that was in some ways contradictory just last night: <a href="http://www.pippinbarr.com/inininoutoutout/?p=1731" rel="nofollow">The World is Not Yours!</a>. (Hope that doesn&#8217;t just look like a crappy bit of html&#8230;)</p>
<p>I think there are two parts of what you&#8217;ve written here that I wanted to response to. The first being the idea of player as god or demi-god in Minecraft. My experience has been quite the opposite &#8211; a lot of the time playing the game I&#8217;ve marveled specifically at just how mundane my existence is in the game. It&#8217;s true that the mechanic of block addition/removal has a degree of magic to it, but I regard it as more of a convenient version of what humans commonly do in reality &#8211; reshape the world one little bit at a time. After all, most (all?) of what we do in Minecraft isn&#8217;t really a stretch in terms of possibility. And thus, I cherish the idea that we are specifically *not* gods in the game &#8211; unlike all those endless blockbusters in which the universe pauses and waits for us to perform the significant action that will save the world.</p>
<p>Second, it&#8217;s interesting that you raise this idea of Minecraft being learnable and ultimately diminished by that learning. I agree that this is a phenomenon that we see in games over and over &#8211; three hours in Mass Effect 2 I found myself realising that I&#8217;d pretty much played the game out by then and was only continuing for its (repeated) form of entertainment.</p>
<p>I think Minecraft is slightly different in that it&#8217;s a provider of tools and potentials rather than a set experience &#8211; you choose much more what your attitude to the world is, largely *because* there isn&#8217;t an overarching narrative or system of valuation. So I&#8217;m not entirely sure I agree that Minecraft suffers in the same way, or at least to the same degree, from this idea of being easily played out, though I agree that the experiences possibly probably do begin to resemble one another after a while.</p>
<p>Anyway, nice post &#8211; look forward to seeing what you write next.</p>
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		<title>Comment on Attempting to Appreciate Gears of War by Adam Ruch</title>
		<link>https://flickeringcolours.net/v2/?p=128&#038;cpage=1#comment-91</link>
		<dc:creator>Adam Ruch</dc:creator>
		<pubDate>Thu, 09 Sep 2010 01:45:15 +0000</pubDate>
		<guid isPermaLink="false">https://flickeringcolours.net/v2/?p=128#comment-91</guid>
		<description>I&#039;m mostly referring to the quote/descriptions of/by Bleszinksi in Bissell&#039;s book Extra Lives. &quot;&#039;One of my jobs in life,&quot; Bleszinksi said...&#039;is to make this look a little cooler.&#039;&quot; I bend the quote&#039;s context slightly but I don&#039;t think unfairly--he is talking directly about the job of designing videogames, but I am broadening what he&#039;s talking about to videogames in general.  

To be honest, and you&#039;re fair enough in calling me out on this though I don&#039;t feel &#039;guilty&#039; because of it: this is a really personal bit of writing. I think that tone is inspired a lot by Bissell&#039;s book, which I had only just finished reading prior to playing Gears.  His writing and this piece, are much more like ruminations/reflections by the likes of Hunter S Thompson (if I dare to make such a comparison) than carefully considered and clinically researched criticism.</description>
		<content:encoded><![CDATA[<p>I&#8217;m mostly referring to the quote/descriptions of/by Bleszinksi in Bissell&#8217;s book Extra Lives. &#8220;&#8216;One of my jobs in life,&#8221; Bleszinksi said&#8230;&#8217;is to make this look a little cooler.&#8217;&#8221; I bend the quote&#8217;s context slightly but I don&#8217;t think unfairly&#8211;he is talking directly about the job of designing videogames, but I am broadening what he&#8217;s talking about to videogames in general.  </p>
<p>To be honest, and you&#8217;re fair enough in calling me out on this though I don&#8217;t feel &#8216;guilty&#8217; because of it: this is a really personal bit of writing. I think that tone is inspired a lot by Bissell&#8217;s book, which I had only just finished reading prior to playing Gears.  His writing and this piece, are much more like ruminations/reflections by the likes of Hunter S Thompson (if I dare to make such a comparison) than carefully considered and clinically researched criticism.</p>
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