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	<title>jeff watson &#187; jane mcgonigal</title>
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		<title>Ultimate Optimal Villager Strategy</title>
		<link>http://remotedevice.net/blog/ultimate-optimal-villager-strategy/</link>
		<comments>http://remotedevice.net/blog/ultimate-optimal-villager-strategy/#comments</comments>
		<pubDate>Mon, 21 Jul 2008 17:12:00 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[jane mcgonigal]]></category>
		<category><![CDATA[werewolf]]></category>

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		<description><![CDATA[Jane McGonigal is giving away Werewolf tricks on her blog:
Avi Bryant and I worked out on paper an Ultimate Optimal</a>...]]></description>
			<content:encoded><![CDATA[<p>Jane McGonigal is giving away <a href="http://en.wikipedia.org/wiki/Mafia_(game)">Werewolf</a> tricks on <a href="http://avantgame.blogspot.com/2008/07/memories-of-dead-seer-werewolf-at.html">her blog</a>:</p>
<blockquote><p><a href="http://blog.dabbledb.com/">Avi Bryant</a> and I worked out on paper an Ultimate Optimal Villager Strategy for a Small Village playing &#8220;no reveal&#8221; (12 or fewer players, with both a seer and a healer). This is basically a PERFECT strategy that would work ruthlessly well to detect and lynch all of the Werewolves every single game, in almost any circumstance. We did all the math, we ran all the scenarios, and then we tested it in a bunch of games with lots of different players. And in ~20 games, the villagers won every time&#8230; (<a href="http://avantgame.blogspot.com/2008/07/memories-of-dead-seer-werewolf-at.html">avantgame.blogspot.com</a>)</p>
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		<title>EBR: Puppet-masters, Designers and Academics</title>
		<link>http://remotedevice.net/blog/ebr-puppet-masters-designers-and-academics/</link>
		<comments>http://remotedevice.net/blog/ebr-puppet-masters-designers-and-academics/#comments</comments>
		<pubDate>Tue, 15 Jul 2008 01:57:00 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[arg]]></category>
		<category><![CDATA[christy dena]]></category>
		<category><![CDATA[ebr]]></category>
		<category><![CDATA[jane mcgonigal]]></category>

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		<description><![CDATA[Two recent EBR posts worth looking at when thinking about pervasive gaming: Jane McGonigal&#8217;s The Puppet</a>...]]></description>
			<content:encoded><![CDATA[<p>Two recent <a href="http://www.electronicbookreview.com/">EBR</a> posts worth looking at when thinking about pervasive gaming: Jane McGonigal&#8217;s <a href="http://www.electronicbookreview.com/thread/firstperson/curtained">The Puppet Master Problem: Design for Real-World, Mission-Based Gaming</a>&#8230;</p>
<blockquote><p>The gamer&#8217;s exercise of free will has long been assumed to be a core and constant experiential aspect of gaming. But the rise of the puppet master in pervasive gaming suggests that in the new ubiquitous computing landscape, many gamers want to experience precisely the opposite phenomenon. They are learning the immersive pleasures of becoming actors in a gaming environment, of transforming themselves into physical vehicles for someone else&#8217;s digital vision. As game-actors, they become masters of interpretative embodiment; they accept as their mission the real-world incarnation of a digital design, much as stage actors in traditional theater have long served as the actual embodiment of virtual texts. For players, the pleasures and challenges of real-world gaming missions are the pleasures and challenges of dramatic performance. And for puppet masters, writing real-world mission scripts is very much the same process as writing dramatic texts; redesigning them in real time is very much the process of directing live actors on stage. (<a href="http://www.electronicbookreview.com/thread/firstperson/curtained">EBR</a>)</p></blockquote>
<p>&#8230;and Christy Dena&#8217;s &#8220;riposte,&#8221; <a href="http://www.electronicbookreview.com/thread/firstperson/curtainedrip">The Designer-Academic Problem</a>:</p>
<blockquote><p>The term &#8216;puppet master,&#8217; it should be noted, is not necessarily regarded anymore as a power dynamic. ARG player &#8216;Konamouse&#8217; recently explained the history and current perception of the term: &#8220;The term Puppet Master harkens back to the start of ARGs when it was felt the game authors were &#8220;pulling the strings of the players&#8221; (so to speak). Over the years, we have just habitually used PMs as an all encompassing term referring to the folks behind the curtain. Of course they are interacting with the players &#8211; through their characters (or making themselves a character in telling the story). It&#8217;s a well established nomenclature and has nothing to do with elitism or otherwise&#8221; (Konamouse 2008). . . . then why does McGonigal &#8211; a designer on many of the games she cites &#8211; also describe the genre of game as a &#8216;power play&#8217;? Is McGonigal describing the characteristics of the genre through the eyes of the players? Through the eyes of her own game design philosophy? Or through the eyes of an academic who believes the relationship between designers and players is such a power dynamic? The next question of course is: can a researcher, and a reader, distinguish these possible approaches? (<a href="http://www.electronicbookreview.com/thread/firstperson/curtainedrip">EBR</a>)</p></blockquote>]]></content:encoded>
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		<title>Chaotic Communities</title>
		<link>http://remotedevice.net/blog/chaotic-communities/</link>
		<comments>http://remotedevice.net/blog/chaotic-communities/#comments</comments>
		<pubDate>Mon, 16 Jun 2008 21:48:00 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[arg]]></category>
		<category><![CDATA[chaos]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[jane mcgonigal]]></category>

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		<description><![CDATA[Some early findings on running a global ARG are coming in from Lost Ring puppetmaster Jane McGonigal. If this</a>...]]></description>
			<content:encoded><![CDATA[<p>Some early findings on running a global ARG are coming in from Lost Ring puppetmaster Jane McGonigal. If this thesis statement grabs you, then read the full article on designing and playing in &#8220;chaotic communities&#8221; <a href="http://avantgame.blogspot.com/2008/06/chaotic-fiction-meet-chaotic-community.html">here</a>:<br />
<blockquote>&#8230;in videogames, sandbox mode is an intensely personal style of gameplay, and if you&#8217;re the player, you don&#8217;t have to worry about other players arguing with you about the experience you decide to create for yourself. Even if you&#8217;re playing online, the virtual world is big enough that other players will leave you alone to play however you want.  But in ARGs, because gameplay is often so collaborative, and there&#8217;s supposed to be very little experience that a player can have alone, sandbox mode can create interesting &#8212; and sometimes contentious &#8212; intersections of personal gameplay style. That&#8217;s because some players might be building an elaborate sand castle, and other players might be racing through the box to make supercrazy tunnels, and other players might just want to squish the sand between their toes. And when your castle meets my tunnel and their toes, well it takes a bit of paying attention to let everyone have their fun. (<a href="http://avantgame.blogspot.com/2008/06/chaotic-fiction-meet-chaotic-community.html">avant game</a>)</p></blockquote>]]></content:encoded>
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		<title>Saving the world through game design</title>
		<link>http://remotedevice.net/blog/saving-the-world-through-game-design/</link>
		<comments>http://remotedevice.net/blog/saving-the-world-through-game-design/#comments</comments>
		<pubDate>Mon, 02 Jun 2008 10:14:00 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[arg]]></category>
		<category><![CDATA[jane mcgonigal]]></category>

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		<description><![CDATA[Jane McGonigal talks with Daniel Zalewski about alternate-reality gaming. From “Stories from the Near</a>...]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.newyorker.com/online/video/conference/2008/mcgonigal"><img style="cursor:pointer; cursor:hand;" src="http://1.bp.blogspot.com/_FotwwD3T79k/SEPIOHrzUKI/AAAAAAAAAOw/9zn06NsEulE/s400/jane-conference.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5207225739076915362" /></a></p>
<blockquote><p>Jane McGonigal talks with Daniel Zalewski about alternate-reality gaming. From “Stories from the Near Future,” the 2008 New Yorker Conference. (<a href="http://www.newyorker.com/online/video/conference/2008/mcgonigal">New Yorker</a> via <a href="http://avantgame.blogspot.com/">Avant Game</a>)</p></blockquote>]]></content:encoded>
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