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	<title>Comments on: &#8220;Eaten By A Grue&#8221; music video, &#038; my ramblings about computer gaming&#8217;s wealthy wasteland</title>
	<atom:link href="http://www.webomator.com/2007/09/14/eaten-by-a-grue-music-video-my-ramblings-about-computer-gamings-wealthy-wasteland/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.webomator.com/2007/09/14/eaten-by-a-grue-music-video-my-ramblings-about-computer-gamings-wealthy-wasteland/</link>
	<description>Swell News, Hype &#038; Hyperbole from the Secret Laboratory at Webomator.com</description>
	<pubDate>Wed, 19 Nov 2008 12:00:00 +0000</pubDate>
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		<title>By: Eric Daniels</title>
		<link>http://www.webomator.com/2007/09/14/eaten-by-a-grue-music-video-my-ramblings-about-computer-gamings-wealthy-wasteland/#comment-179</link>
		<dc:creator>Eric Daniels</dc:creator>
		<pubDate>Tue, 06 Nov 2007 00:36:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.webomator.com/2007/09/14/eaten-by-a-grue-music-video-my-ramblings-about-computer-gamings-wealthy-wasteland/#comment-179</guid>
		<description>Hey, I remember Planetfall... I loved that game! I don't remember a lot of the details anymore, but I remember it being VERY involving. And I remember being quite proud of finishing it. Thanks, Steve, for creating such a great game!

And Brad, I like your take on the game industry... but, then, I always appreciate your writing. It's always nice to check back into your web world after being away from it for a few months.</description>
		<content:encoded><![CDATA[<p>Hey, I remember Planetfall&#8230; I loved that game! I don&#8217;t remember a lot of the details anymore, but I remember it being VERY involving. And I remember being quite proud of finishing it. Thanks, Steve, for creating such a great game!</p>
<p>And Brad, I like your take on the game industry&#8230; but, then, I always appreciate your writing. It&#8217;s always nice to check back into your web world after being away from it for a few months.</p>
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	<item>
		<title>By: Bradley W. Schenck</title>
		<link>http://www.webomator.com/2007/09/14/eaten-by-a-grue-music-video-my-ramblings-about-computer-gamings-wealthy-wasteland/#comment-97</link>
		<dc:creator>Bradley W. Schenck</dc:creator>
		<pubDate>Tue, 18 Sep 2007 04:27:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.webomator.com/2007/09/14/eaten-by-a-grue-music-video-my-ramblings-about-computer-gamings-wealthy-wasteland/#comment-97</guid>
		<description>Everything I know, I learned from Floyd the Droid.</description>
		<content:encoded><![CDATA[<p>Everything I know, I learned from Floyd the Droid.</p>
]]></content:encoded>
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		<title>By: Steve Meretzky</title>
		<link>http://www.webomator.com/2007/09/14/eaten-by-a-grue-music-video-my-ramblings-about-computer-gamings-wealthy-wasteland/#comment-96</link>
		<dc:creator>Steve Meretzky</dc:creator>
		<pubDate>Tue, 18 Sep 2007 02:46:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.webomator.com/2007/09/14/eaten-by-a-grue-music-video-my-ramblings-about-computer-gamings-wealthy-wasteland/#comment-96</guid>
		<description>Great post. Thanks for the kind words about Planetfall. Perfect analogy about the printing press and designing typefaces!</description>
		<content:encoded><![CDATA[<p>Great post. Thanks for the kind words about Planetfall. Perfect analogy about the printing press and designing typefaces!</p>
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		<title>By: Bradley W. Schenck</title>
		<link>http://www.webomator.com/2007/09/14/eaten-by-a-grue-music-video-my-ramblings-about-computer-gamings-wealthy-wasteland/#comment-92</link>
		<dc:creator>Bradley W. Schenck</dc:creator>
		<pubDate>Sat, 15 Sep 2007 16:26:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.webomator.com/2007/09/14/eaten-by-a-grue-music-video-my-ramblings-about-computer-gamings-wealthy-wasteland/#comment-92</guid>
		<description>If very high level development tools on the order of Flash were used on a large scale I think we might not see a solution to what a programmer I worked with called "the tyranny of the resources" - because I'm less sure that this would result in smaller teams - but it would mean that everyone's attention would move from technical, rendering  issues and on to content.  It'd be nice to see.</description>
		<content:encoded><![CDATA[<p>If very high level development tools on the order of Flash were used on a large scale I think we might not see a solution to what a programmer I worked with called &#8220;the tyranny of the resources&#8221; - because I&#8217;m less sure that this would result in smaller teams - but it would mean that everyone&#8217;s attention would move from technical, rendering  issues and on to content.  It&#8217;d be nice to see.</p>
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		<title>By: Kinsman</title>
		<link>http://www.webomator.com/2007/09/14/eaten-by-a-grue-music-video-my-ramblings-about-computer-gamings-wealthy-wasteland/#comment-91</link>
		<dc:creator>Kinsman</dc:creator>
		<pubDate>Sat, 15 Sep 2007 11:17:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.webomator.com/2007/09/14/eaten-by-a-grue-music-video-my-ramblings-about-computer-gamings-wealthy-wasteland/#comment-91</guid>
		<description>Hi - I came across your post because I've got a Google Alert that looks for anything matching "interactive storytelling".

I find myself thinking the same way.  What's interesting is that for the longest time beforehand, I didn't care so much - there were (some) adventure games, and action games, and that was that; it's only recently that I started thinking about games in terms of their art, or how much art they could offer to the world.

I think that there's hope as long as we still have the people who were around at the beginning of video games, and who had influences such as tabletop board games or RPGs affecting how they thought about video games.  It's that influence that has kept back video games from becoming purely like movies, and invented its own devices such as elegant charts of information, the text marquee beneath a talking head, and so on.

I also think the problem with resources will be solved in about five or ten years.  While large teams with money will almost always provide more production values in a game than a single person, the tools for making games have been improving over time while the end visuals have been reaching the point of diminishing returns; eventually, there will be a tool that does for 3D games what Flash did for 2D games, and who knows what'll happen then.</description>
		<content:encoded><![CDATA[<p>Hi - I came across your post because I&#8217;ve got a Google Alert that looks for anything matching &#8220;interactive storytelling&#8221;.</p>
<p>I find myself thinking the same way.  What&#8217;s interesting is that for the longest time beforehand, I didn&#8217;t care so much - there were (some) adventure games, and action games, and that was that; it&#8217;s only recently that I started thinking about games in terms of their art, or how much art they could offer to the world.</p>
<p>I think that there&#8217;s hope as long as we still have the people who were around at the beginning of video games, and who had influences such as tabletop board games or RPGs affecting how they thought about video games.  It&#8217;s that influence that has kept back video games from becoming purely like movies, and invented its own devices such as elegant charts of information, the text marquee beneath a talking head, and so on.</p>
<p>I also think the problem with resources will be solved in about five or ten years.  While large teams with money will almost always provide more production values in a game than a single person, the tools for making games have been improving over time while the end visuals have been reaching the point of diminishing returns; eventually, there will be a tool that does for 3D games what Flash did for 2D games, and who knows what&#8217;ll happen then.</p>
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