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	<title>Comments on: Being Experimental: Defying Genres</title>
	<atom:link href="http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/</link>
	<description>Experimental Videogames (daniel@ludomancy.com)</description>
	<lastBuildDate>Wed, 28 Jul 2010 10:45:54 -0300</lastBuildDate>
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		<title>By: INFINITE LIGHT</title>
		<link>http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/comment-page-1/#comment-10640</link>
		<dc:creator>INFINITE LIGHT</dc:creator>
		<pubDate>Tue, 20 Jul 2010 00:11:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/#comment-10640</guid>
		<description>To me words are like the finger pointing to the moon. The finger itself is not the moon, nor is the word actually what it is. It is a symbol pointing to it.

To me words can serve as a prison to concept more than a descriptor to it.

With that being said taking your idea of going beyond genres to the next level. I propose making a game without categorizing it within a genre during development. 

That frees you from thinking &quot;since this game is in this genre I have to do this or I can&#039;t do that.&quot; 

You begin adding things to the game that best fits your goal of making the game without limits or prisons.</description>
		<content:encoded><![CDATA[<p>To me words are like the finger pointing to the moon. The finger itself is not the moon, nor is the word actually what it is. It is a symbol pointing to it.</p>
<p>To me words can serve as a prison to concept more than a descriptor to it.</p>
<p>With that being said taking your idea of going beyond genres to the next level. I propose making a game without categorizing it within a genre during development. </p>
<p>That frees you from thinking &#8220;since this game is in this genre I have to do this or I can&#8217;t do that.&#8221; </p>
<p>You begin adding things to the game that best fits your goal of making the game without limits or prisons.</p>
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		<title>By: Eric</title>
		<link>http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/comment-page-1/#comment-9698</link>
		<dc:creator>Eric</dc:creator>
		<pubDate>Tue, 05 Jan 2010 18:07:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/#comment-9698</guid>
		<description>@Captpoco: So, on account of the possibility of there being more bad games by experimenting, we should give it up and play it safe like the AAA industry has been doing for the last decade and a half? 

No thank you I much rather Mr. Benmergui&#039;s approach, because games need evolution, nor more stagnation.</description>
		<content:encoded><![CDATA[<p>@Captpoco: So, on account of the possibility of there being more bad games by experimenting, we should give it up and play it safe like the AAA industry has been doing for the last decade and a half? </p>
<p>No thank you I much rather Mr. Benmergui&#8217;s approach, because games need evolution, nor more stagnation.</p>
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		<title>By: CaptPoco</title>
		<link>http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/comment-page-1/#comment-9004</link>
		<dc:creator>CaptPoco</dc:creator>
		<pubDate>Fri, 07 Aug 2009 03:18:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/#comment-9004</guid>
		<description>And yet one of the most popular games ever made (World of Warcraft) is a veritable kitchen sink of features. The most popular franchise ever created, the Sims, is based on releasing expansion after needless expansion. Neither game is built around an economy of features or modes of gameplay. Your games are works of art, and fascinating ones at that. However, there is much money to be made in building a better mousetrap, and innovation creates many more duds (Black and White, Homeworld, Virtual Boy) than quality products.</description>
		<content:encoded><![CDATA[<p>And yet one of the most popular games ever made (World of Warcraft) is a veritable kitchen sink of features. The most popular franchise ever created, the Sims, is based on releasing expansion after needless expansion. Neither game is built around an economy of features or modes of gameplay. Your games are works of art, and fascinating ones at that. However, there is much money to be made in building a better mousetrap, and innovation creates many more duds (Black and White, Homeworld, Virtual Boy) than quality products.</p>
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		<title>By: Guest</title>
		<link>http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/comment-page-1/#comment-8711</link>
		<dc:creator>Guest</dc:creator>
		<pubDate>Sun, 14 Jun 2009 03:01:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/#comment-8711</guid>
		<description>http://www.squidi.net/three/entry.php?id=30

Above is an idea for an MMORPG without leveling, money, experience points, money, and clans/factions. Needless to say, all conventions go out the window. I actually recommend reading that guy&#039;s 300 mechanics website. It&#039;s very well-written.</description>
		<content:encoded><![CDATA[<p><a href="http://www.squidi.net/three/entry.php?id=30" rel="nofollow">http://www.squidi.net/three/entry.php?id=30</a></p>
<p>Above is an idea for an MMORPG without leveling, money, experience points, money, and clans/factions. Needless to say, all conventions go out the window. I actually recommend reading that guy&#8217;s 300 mechanics website. It&#8217;s very well-written.</p>
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		<title>By: Guillem</title>
		<link>http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/comment-page-1/#comment-8611</link>
		<dc:creator>Guillem</dc:creator>
		<pubDate>Sat, 23 May 2009 20:13:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/#comment-8611</guid>
		<description>The industry stepped into a larger market, and more and more peoples took interest into indie games thanks to the unwell called casual gamers.

Developpers (artists?) like you brings new perspective for video games!</description>
		<content:encoded><![CDATA[<p>The industry stepped into a larger market, and more and more peoples took interest into indie games thanks to the unwell called casual gamers.</p>
<p>Developpers (artists?) like you brings new perspective for video games!</p>
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		<title>By: g0m</title>
		<link>http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/comment-page-1/#comment-8463</link>
		<dc:creator>g0m</dc:creator>
		<pubDate>Tue, 12 May 2009 19:52:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/#comment-8463</guid>
		<description>Personally, I really liked portal.</description>
		<content:encoded><![CDATA[<p>Personally, I really liked portal.</p>
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	<item>
		<title>By: &#187; Food for thought</title>
		<link>http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/comment-page-1/#comment-8454</link>
		<dc:creator>&#187; Food for thought</dc:creator>
		<pubDate>Tue, 12 May 2009 08:30:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/#comment-8454</guid>
		<description>[...] an article I found in my distraction fueled [...]</description>
		<content:encoded><![CDATA[<p>[...] an article I found in my distraction fueled [...]</p>
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		<title>By: concrete_d</title>
		<link>http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/comment-page-1/#comment-7881</link>
		<dc:creator>concrete_d</dc:creator>
		<pubDate>Wed, 10 Dec 2008 21:40:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/#comment-7881</guid>
		<description>William might be referring to Mirror&#039;s Edge. There&#039;s still shooting, but it&#039;s minimal. The game falls back on conventions in other ways, but is still interesting as an example of removing features to create new gameplay focus.</description>
		<content:encoded><![CDATA[<p>William might be referring to Mirror&#8217;s Edge. There&#8217;s still shooting, but it&#8217;s minimal. The game falls back on conventions in other ways, but is still interesting as an example of removing features to create new gameplay focus.</p>
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		<title>By: Lee</title>
		<link>http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/comment-page-1/#comment-7529</link>
		<dc:creator>Lee</dc:creator>
		<pubDate>Fri, 03 Oct 2008 09:13:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/#comment-7529</guid>
		<description>I think you may onto something with regard to literature as well.</description>
		<content:encoded><![CDATA[<p>I think you may onto something with regard to literature as well.</p>
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		<title>By: william</title>
		<link>http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/comment-page-1/#comment-7327</link>
		<dc:creator>william</dc:creator>
		<pubDate>Tue, 09 Sep 2008 20:07:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2006/12/27/being-experimental-defying-genres/#comment-7327</guid>
		<description>one group has nearly done what youve said up top
its a first person platformer, cant recall the name now. just thought youd like to know someone is taking your advice to heart (in spirit)
horizon something? cant recall it</description>
		<content:encoded><![CDATA[<p>one group has nearly done what youve said up top<br />
its a first person platformer, cant recall the name now. just thought youd like to know someone is taking your advice to heart (in spirit)<br />
horizon something? cant recall it</p>
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