<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Game Design Ideas &#187; Game Mechanics</title>
	<atom:link href="http://www.gamedesignideas.com/tag/game-mechanics/feed" rel="self" type="application/rss+xml" />
	<link>http://www.gamedesignideas.com</link>
	<description>Game Design, Artificial Intelligence, Complex Systems</description>
	<lastBuildDate>Sun, 25 Jul 2010 21:05:20 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Defining Emergence and Complexity in Video Games</title>
		<link>http://www.gamedesignideas.com/video-games/gameplay-game-mechanics/defining-emergence-and-complexity-in-video-games.html</link>
		<comments>http://www.gamedesignideas.com/video-games/gameplay-game-mechanics/defining-emergence-and-complexity-in-video-games.html#comments</comments>
		<pubDate>Tue, 09 Mar 2010 23:48:44 +0000</pubDate>
		<dc:creator>Babak Kaveh</dc:creator>
				<category><![CDATA[Complexity & Emergence]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Emergence]]></category>
		<category><![CDATA[Game Mechanics]]></category>

		<guid isPermaLink="false">http://www.gamedesignideas.com/?p=191</guid>
		<description><![CDATA[In this article I will discuss the concepts of complexity and emergence citing Dwarf Fortress and other games as examples, and try to give two definitions of complexity both in game play (discovered by the player) and in the game systems themselves (embedded by the developers).]]></description>
		<wfw:commentRss>http://www.gamedesignideas.com/video-games/gameplay-game-mechanics/defining-emergence-and-complexity-in-video-games.html/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>The Perfect Game – Limbo</title>
		<link>http://www.gamedesignideas.com/video-games/the-perfect-game-%e2%80%93-limbo.html</link>
		<comments>http://www.gamedesignideas.com/video-games/the-perfect-game-%e2%80%93-limbo.html#comments</comments>
		<pubDate>Mon, 08 Mar 2010 00:55:40 +0000</pubDate>
		<dc:creator>Babak Kaveh</dc:creator>
				<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Game Mechanics]]></category>

		<guid isPermaLink="false">http://www.gamedesignideas.com/?p=180</guid>
		<description><![CDATA[Sooooo...What does “Avatar” have to do with what I would like to call “the perfect game” and what is "Limbo"? 

Well,...just as the avatar machine technology allows Jake Sully to delve into an alternate reality, where he is stronger and faster, and able to walk, and experience a “new” world, to the point where it changes him, the perfect video game could, and should change how you see the world by allowing you to experience the results (long- and short-term) of your actions, and by enabling you to show, and share your emotions with other inhabitants of the “game world”, which I will call “Limbo”. In this article, I have tried to describe how such an alternate world should look and feel like, and how it can be realized without “avatar-level” technologies! ]]></description>
		<wfw:commentRss>http://www.gamedesignideas.com/video-games/the-perfect-game-%e2%80%93-limbo.html/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
	</channel>
</rss>
