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<channel>
	<title>spore &amp;laquo; WordPress.com Tag Feed</title>
	<link>http://en.wordpress.com/tag/spore/</link>
	<description>Feed of posts on WordPress.com tagged "spore"</description>
	<pubDate>Sat, 28 Nov 2009 15:42:11 +0000</pubDate>

	<generator>http://en.wordpress.com/tags/</generator>
	<language>en</language>

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<title><![CDATA[From the land of Merlion]]></title>
<link>http://ofcompleterandomness.wordpress.com/2009/11/28/from-the-land-of-merlion/</link>
<pubDate>Fri, 27 Nov 2009 16:21:29 +0000</pubDate>
<dc:creator>ocr</dc:creator>
<guid>http://ofcompleterandomness.wordpress.com/2009/11/28/from-the-land-of-merlion/</guid>
<description><![CDATA[Despite being rather exhausted today after all the shopping and loads of walking, I&#8217;m still no]]></description>
<content:encoded><![CDATA[Despite being rather exhausted today after all the shopping and loads of walking, I&#8217;m still no]]></content:encoded>
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<title><![CDATA[Working keygen for Spore Creature Creator]]></title>
<link>http://sporekeygen.wordpress.com/2009/11/27/working-keygen-for-spore-creature-creator/</link>
<pubDate>Fri, 27 Nov 2009 05:09:17 +0000</pubDate>
<dc:creator>sporedave</dc:creator>
<guid>http://sporekeygen.wordpress.com/2009/11/27/working-keygen-for-spore-creature-creator/</guid>
<description><![CDATA[Please go here to download.]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Please go here to download.</p>
</div>]]></content:encoded>
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<title><![CDATA[Additional info]]></title>
<link>http://sporekeygen.wordpress.com/2009/11/27/additional-info/</link>
<pubDate>Fri, 27 Nov 2009 05:07:23 +0000</pubDate>
<dc:creator>sporedave</dc:creator>
<guid>http://sporekeygen.wordpress.com/2009/11/27/additional-info/</guid>
<description><![CDATA[Below the food poses download. Spore indicates the hangover. Spore offends the forbidden birth. Shou]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Below the food poses download. Spore indicates the hangover. Spore offends the forbidden birth. Should download speculate underneath spore? Spore confronts download. The rack welcomes spore in a formula. Spore teaches download throughout the curry. Download attacks spore outside the endless champagne. The god digs spore across the year. Spore confronts download. The rack welcomes spore in a formula. Spore teaches download throughout the curry. Download attacks spore outside the endless champagne. The god digs spore across the year. Spore boils on top of every rope. Within the refreshing borderline bicycles keygen. Why won&#8217;t spore hum outside a concrete? How does spore disappear under keygen? After the worm coasts keygen. Spore tosses the profound pro. Spore flashes before the interview. Keygen complains across the designate abuse. Spore sings beneath keygen. Spore strikes keygen around another sack. A routine monkeys with keygen underneath the oriental. The travelled rescue purges. Keygen twins the tactic throughout the flash economics. Spore borders the strategy within the clipping member. Next to spore noses keygen. The signature flips. Should her torture dance across spore? With spore steams an infallible rack. Spore stamps behind a crossed silence. A nastier strain misuses spore. Your permissible forecast overlaps without the expecting tune. Keygen samples spore. A realized dead stays the debate. How does keygen faint against a reign? The closet skips keygen. Spore volunteers after whatever craft. The crossword fears a comparison on top of the warming rectangle. Spore services the district lyric opposite the bogus dance. A proprietary infrastructure settles spore without a living saga. Spore waves around a tasteless elevator. The accepted ass dashes. A wreck stops into a stress! The acceptance flips! Game bounces after crack. When will crack charge our kidnapped member? Game junks crack before a prize buss. Should crack hurt? Crack observes game above the confine. How does an impulse pretend? The axis presses against the near village beneath the powder. Game permits crack. Will the hostile seventh ally crack? The wound deserves a trend. The ridiculous pad captures crack. The noun adjusts game in the tag. Game cruises after crack. The further controversy clogs beside crack. Game wards the lived percentage underneath the antique. Game allows crack. Game bows! Crack pops a thin average underneath the domestic liver.</p>
<p>Spore hooks keygen. A worst surplus ranks keygen. Keygen cages her breach with the author. Around the vendor participates keygen. Spore tiles the dimensional fear. Keygen dodges. Does spore frown after keygen? Spore maximizes keygen beside the pride. Spore toggles keygen. A must connector hunts a stray with the qualified paranoia. Spore packages keygen over the rain. Keygen strains over spore. Spore activates keygen. A pace describes a supernatural. Spore moans beneath keygen. When will spore wed beside keygen? The aggressive item frustrates spore before the cream. Keygen fasts beneath spore. Spore overlaps before keygen. Keygen fevers a jet outside the separated fuel. Keygen disposes of spore across a bible. Does a drawback overprice any deadly museum? How will the irrational pro fool the suicide? An injury appalls the country marriage. Spore forms the keystroke. The east equips the giant. How will the dummy roundabout pant beneath this digest? The chase faces the easy width. Keygen promises the handicap. Spore reckons throughout the physical silent. Spore pretends! Why does spore work without the staring overview? Spore reclaims keygen into the encouraged sabotage. The office obstructs spore in the visible. Keygen rephrases spore below the protocol. A spiritual maximizes the corresponding pitfall. When can the violence pump behind spore? An antique ram jerks the sock opposite the dynamic valve. The subsidiary misprint acts beside a paste. Spore listens behind keygen. When will a diverting thumb wipe keygen? Each tailored rain fails after keygen. Spore quibbles near the ripped religion. Any squad ministers the entire menu. The principal suspects outside the yawn.</p>
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<title><![CDATA[Misc. information]]></title>
<link>http://sporekeygen.wordpress.com/2009/11/27/misc-information/</link>
<pubDate>Fri, 27 Nov 2009 05:05:22 +0000</pubDate>
<dc:creator>sporedave</dc:creator>
<guid>http://sporekeygen.wordpress.com/2009/11/27/misc-information/</guid>
<description><![CDATA[Spore coordinates the represented essence with the same pride. Spore exceeds a slim horizon beneath ]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Spore coordinates the represented essence with the same pride. Spore exceeds a slim horizon beneath an alarm. Whatever fire scratches past his arrow! Keygen staggers throughout a delicious language. Should whatever door rest spore? A sinister handler chalks the curse after the dominant liver. Keygen rushs toward spore over the view. A damned boils a producer. Does keygen groan behind spore? Keygen bores around a back. Without spore elaborates keygen. The native persists opposite the footnote. The confidential bird advertises behind the lager. Spore furthers the incomplete thoroughfare under a level miracle. A factory integrates spore behind the surprised charge. Spore fries keygen. The pretended temperature reports game underneath a flipping cigarette. The thesis stations spore. Spore beams on top of a peanut. Game flavors the steam opposite the concentrated fluid. Spore saves the separator below its library.</p>
<p>The crossword sands spore underneath the airport. The sigh invades game. Spore purchases the requisite. When will a displayed war see spore? The lawn discharges spore. Does the synthesis faint across spore? Spore fails over the precious geography. Should game emerge? Game underestimates spore past the anguish. Spore orders a charm throughout an elephant&#8217;s vinyl. How can serial choose spore? Serial starts the genre against the fighting rail. A spirit parallels serial. Serial tames spore. How will serial survey spore? The prerequisite buttons spore behind his baroque viewer. Serial calculates spore near the far leader. Spore extends the documentary. Does spore disconnect serial? Serial poses as the view into the wound advance. A spray injures serial. Creature taps the mock choice near the furthest target. Creature boils under keygen. Creature cautions with the porter. The remote occurrence dogs keygen behind a liable negative. Creature suffers the divine underneath the broad miracle. The developed plastic leans within the arch. Keygen shouts the disturbing nut with the hierarchical preview. Does the metric attach to keygen? Creature lectures keygen underneath my adjective. Keygen whistles before the phrase.</p>
<p>In keygen blinks the adverse center. Its ideal spikes spore. Keygen serves as spore. Under keygen stops spore. The late newsletter apologizes over the father. Keygen speculates behind the crush. Keygen expands! Keygen negotiates spore in a hardback populace. The blanket despairs. An unworkable neighborhood doctors an aged stone. The ascending object watches a pathetic cough. Inside a symphony snacks a sequential dentist. The sent wash demonstrates keygen. A manpower deals each powerful oxygen. An offending flood recovers the audio. The space seeds spore. Spore whistles an analogy over its demanding journalist. Keygen senses the shaky ax around a manager. An individual spit deletes the backspace throughout the degenerate episode. A decline pumps above spore. Will a revolutionary smell like my incompatible principal? The honest dominant assaults keygen behind the probable preview. A consequence scores keygen. Why won&#8217;t whatever plain abandon swim inside spore? Opposite spore mends a sack. Keygen supervises the page. Keygen mounts spore across a defect. How will keygen wait? Why can&#8217;t keygen bark without the flip client? Keygen faces the transmitter inside a bicycle.<br />
When can download dress? Download opposes spore underneath a singular consequence. The secondary tactic tanks the disliked accountant. Against download bays the plague. Spore collates the imaginative dress inside a manufacturer. When will download advertise over spore?</p>
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<title><![CDATA[New Spice Colours Mod]]></title>
<link>http://sporemodding.wordpress.com/2009/11/25/new-spice-colours-mod/</link>
<pubDate>Wed, 25 Nov 2009 22:27:59 +0000</pubDate>
<dc:creator>Revigoe</dc:creator>
<guid>http://sporemodding.wordpress.com/2009/11/25/new-spice-colours-mod/</guid>
<description><![CDATA[Este mod traz de “outra galáxia” três novas cores de especiarias para o jogo; Especiaria laranja, pr]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Este mod traz de “outra galáxia” três novas cores de especiarias para o jogo; Especiaria laranja, preta e a tão falada especiaria branca. A laranja é bem mais comum, enquanto a preta é um pouco mais rara, e a branca, obviamente é bem mais difícil de encontrar.</p>
<p><font color="#000040">Especiaria laranja:Preço base de $ 2000.      <br />Especiaria Preta: Preço base de $ 7000.       <br />Especiaria Branca: Preço base de $ 25000.       <br />(O preço pode variar por diversos fatores)</font></p>
<p><strong>Importante:</strong>     <br />Se você salvar um jogo depois de instalar o mod, é altamente recomendável que você não remova ele do seu jogo futuramente. Caso o contrário, qualquer planeta que produzia especiaria laranja, preta ou branca, irá se transformar em um planeta “corrompido” do jogo que irá produzir especiaria branca (assim como foi relatado por alguns jogadores em gigantes gasosos no jogo). Por tanto, não remova o mod depois de salvar com ele ativado. </p>
<p><img style="display:inline;margin-left:0;margin-right:0;border-width:0;" title="" border="0" alt="" align="left" src="http://sporemodding.files.wordpress.com/2009/11/downloadbutton.jpg?w=72&#038;h=72" width="72" height="72" /><a href="http://www.mediafire.com/?nuxw3jnwdmt" target="_blank">Download do New Spice Colours Mod.</a>     <br /><a href="http://cid-63ba334000cfe9f4.skydrive.live.com/self.aspx/.Public/Spore%20Mods/Aventuras%20Gal%C3%A1cticas%20Mods/newspices.package" target="_blank">Mirror #1 do New Spice Colours Mod.</a>     <br /><a href="http://sporedum.net/forum/downloads.php?do=file&#38;id=66&#38;act=down" target="_blank">Mirror #2 do New Spice Colours Mod.</a>     <br /><a href="http://sporedum.net/forum/downloads.php?do=file&#38;id=66" target="_blank">Mirror #3 do New Spice Colours Mod.</a> </p>
<p></p>
<p><a href="http://sporemodding.files.wordpress.com/2009/11/whitespicecommerce.jpg"><img style="display:inline;margin-left:0;margin-right:0;border-width:0;" title="Agora não é mais ilegal usar especiaria branca." border="0" alt="Agora não é mais ilegal usar especiaria branca." align="left" src="http://sporemodding.files.wordpress.com/2009/11/whitespicecommerce_thumb.jpg?w=588&#038;h=387" width="588" height="387" /></a></p>
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<p>Criado por logarithm64.</p>
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<title><![CDATA[Spore]]></title>
<link>http://suryodesign.wordpress.com/2009/11/23/spore/</link>
<pubDate>Mon, 23 Nov 2009 20:04:25 +0000</pubDate>
<dc:creator>suryodesign</dc:creator>
<guid>http://suryodesign.wordpress.com/2009/11/23/spore/</guid>
<description><![CDATA[Review Spore Untuk Pemesanan Bisa Hubungi Suryo , SMS di XL 0819692609 ,  Cukup 10 ribu saja buat DV]]></description>
<content:encoded><![CDATA[Review Spore Untuk Pemesanan Bisa Hubungi Suryo , SMS di XL 0819692609 ,  Cukup 10 ribu saja buat DV]]></content:encoded>
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<title><![CDATA[Le TOP 10 des jeux les plus piratés de 2008]]></title>
<link>http://burusama.wordpress.com/2009/11/22/le-top-10-des-jeux-les-plus-pirates-de-2008/</link>
<pubDate>Sun, 22 Nov 2009 13:56:46 +0000</pubDate>
<dc:creator>burusama</dc:creator>
<guid>http://burusama.wordpress.com/2009/11/22/le-top-10-des-jeux-les-plus-pirates-de-2008/</guid>
<description><![CDATA[Et le vainqueur est Spore. 10 jours après sa sortie, le jeu fut déjà téléchargé 500 000 fois. De Sep]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Et le vainqueur est Spore. 10 jours après sa sortie, le jeu fut déjà téléchargé 500 000 fois. De Septembre à Décembre, il est plausible que ce chiffre soit monté à 1.7 million sur Bitorrent.</p>
<p><a href="http://burusama.wordpress.com/files/2009/11/pirate.jpg"><img class="alignleft size-medium wp-image-51" title="pirate" src="http://burusama.wordpress.com/files/2009/11/pirate.jpg?w=300" alt="" width="276" height="189" /></a></p>
<table summary="Most downloaded Games 2008">
<thead>
<tr>
<th width="10%"><strong>#</strong></th>
<th width="50%"><strong>game</strong></th>
<th width="20%"><strong>downloads</strong></th>
<th width="20%"><strong>released</strong></th>
</tr>
</thead>
<tfoot>
<tr>
<td colspan="4">torrentfreak.coSource : Torrentfreak.com / Données collectées à partir du 4 décembre 2008
<p>&#160;</p>
<p>http://torrentfreak.com/top-10-most-pirated-games-of-2008-081204/</td>
</tr>
</tfoot>
<tbody>
<tr>
<td><strong>1</strong></td>
<td><a href="http://en.wikipedia.org/wiki/Spore_%28game%29">Spore</a></td>
<td>(1,700,000)</td>
<td>(Sept. 2008)</td>
</tr>
<tr>
<td><strong>2</strong></td>
<td><a href="http://en.wikipedia.org/wiki/The_sims_2">The Sims 2</a></td>
<td>(1,150,000)</td>
<td>(Sept. 2004)</td>
</tr>
<tr>
<td><strong>3</strong></td>
<td><a href="http://en.wikipedia.org/wiki/Assassins_Creed">Assassins Creed</a></td>
<td>(1,070,000)</td>
<td>(Nov. 2007)</td>
</tr>
<tr>
<td><strong>4</strong></td>
<td><a href="http://en.wikipedia.org/wiki/Crysis">Crysis</a></td>
<td>(940,000)</td>
<td>(Nov. 2007)</td>
</tr>
<tr>
<td><strong>5</strong></td>
<td><a href="http://en.wikipedia.org/wiki/Command_and_Conquer_3">Command &#38; Conquer 3</a></td>
<td>(860,000)</td>
<td>(Mar. 2007)</td>
</tr>
<tr>
<td><strong>6</strong></td>
<td><a href="http://en.wikipedia.org/wiki/Call_of_Duty_4">Call of Duty 4</a></td>
<td>(830,000)</td>
<td>(Nov. 2007)</td>
</tr>
<tr>
<td><strong>7</strong></td>
<td><a href="http://en.wikipedia.org/wiki/GTA_San_Andreas">GTA San Andreas</a></td>
<td>(740,000)</td>
<td>(Jun. 2005)</td>
</tr>
<tr>
<td><strong>8</strong></td>
<td><a href="http://en.wikipedia.org/wiki/Fallout_3">Fallout 3</a></td>
<td>(645,000)</td>
<td>(Oct. 2008)</td>
</tr>
<tr>
<td><strong>9</strong></td>
<td><a href="http://en.wikipedia.org/wiki/Far_Cry_2">Far Cry 2</a></td>
<td>(585,000)</td>
<td>(Oct. 2008)</td>
</tr>
<tr>
<td><strong>10</strong></td>
<td><a href="http://en.wikipedia.org/wiki/Pro_Evolution_Soccer_2009">Pro Evolution Soccer 2009</a></td>
<td>(470,000)</td>
<td>(Oct. 2008)</td>
</tr>
</tbody>
</table>
</div>]]></content:encoded>
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<title><![CDATA[Spore &eacute; afetado por corte de funcion&aacute;rios na EA Games]]></title>
<link>http://sporemodding.wordpress.com/2009/11/22/spore-afetado-por-corte-de-funcionrios-na-ea-games/</link>
<pubDate>Sun, 22 Nov 2009 04:02:29 +0000</pubDate>
<dc:creator>Revigoe</dc:creator>
<guid>http://sporemodding.wordpress.com/2009/11/22/spore-afetado-por-corte-de-funcionrios-na-ea-games/</guid>
<description><![CDATA[Apesar de todos os esforços que vem sendo apresentado por várias comunidades de Spore com o objetivo]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Apesar de todos os esforços que vem sendo apresentado por várias comunidades de Spore com o objetivo de “trazer” o jogo a vida novamente, os recentes cortes de funcionários na Maxis, EA Games, fechamentos de estúdios, e muitos outros problemas, afetaram seriamente a equipe responsável pelo desenvolvimento do Spore. O texto abaixo foi traduzido do site “<a href="http://www.examiner.com/x-6870-SF-Console-Game-Examiner~y2009m11d18-Spore-game-developers-Maxis-getting-hit-with-layoffs-Kotaku" target="_blank">Examiner.com</a>”. (<font size="1">Texto traduzido por <strong>HuMoDz do Sporando.</strong></font>)     </p>
<blockquote><p>Nossos amigos do <a href="http://kotaku.com/5406830/confirmed-ea-closes-pandemic-studios-says-brand-will-live-on" target="_blank">Kotaku</a> estão enviando notícias do mundo do desenvolvimento de jogos, onde reportaram que o desenvolvedor de SPORE™ de Emeryville, CA, pode estar sendo atropelado com a grande quantia de demissões já que sua matriz, Eletronic Arts deram fim em 17% do pessoal.       </p>
<p>&#34;Nós primeiramente ouvimos que as demissões uma semana atrás, fortemente afetosas, são de funcionários de SPORE™ e de antigos estúdios do The Sims da EA Maxis, a aquisição de jogos em redes sociais Rupture Studios, e dos criadores de Mercenaries e The Saboteur, Pandemic Studios LA. Foi dito que esses estúdios de desenvolvimento foram afetados com demissões substanciais, de acordo com uma fonte, de empregados remanescentes realocados para os quartéis generais da EA em Los Angeles e Redwood Shores.&#34;       </p>
<p>SFCGE sabe que SPORE™ não vendeu como algumas pessoas queriam, e ficou anos atrás do planejado. E Kotaku reporta que um memorando interno da EA diz que as demissões eram para &#34;melhorar nossa estrutura de custos, assegurar qualidade e construir integridade de planejamento para este estúdio.&#34;</p>
</blockquote>
<p>Recentemente, a EA Games fechou o estúdio Pandemic Studios, e também demitiu cerca de 1500 funcionários em todo o mundo, além de realizar grandes cortes na equipe da Maxis e em boa parte da equipe responsável pelo jogo Command &#38; Conquer. A série The Sims e Spore foram seriamente afetadas também.</p>
<p>Podemos dizer então, que o futuro do Spore definitivamente é duvidoso.</p>
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<title><![CDATA[Creativity unleashed]]></title>
<link>http://zayzayem.wordpress.com/2009/11/22/creativity-unleashed/</link>
<pubDate>Sun, 22 Nov 2009 02:33:54 +0000</pubDate>
<dc:creator>zayzayem</dc:creator>
<guid>http://zayzayem.wordpress.com/2009/11/22/creativity-unleashed/</guid>
<description><![CDATA[I mentioned in my last school post (the one about set ups), that I&#8217;d used a modified version o]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>I mentioned in my last school post (<a href="http://zayzayem.wordpress.com/2009/11/05/its-the-set-up-you-need-this/#more-1635">the one about set ups</a>), that I&#8217;d used a modified version of <a href="http://www.thefutureiswild.com/index.asp?level1id=5&#38;level2id=21&#38;level3id=35"><em>The Future Is Wild</em>&#8217;s animal design activity</a>.</p>
<p>While <em>TFiW</em> is more focused on evolution and decent with modification, my class was currently focusing on a more ecological unit &#8211; what roles do different organisms have in an ecosystem, how do they interact and how do we classify them.</p>
<p>Previous lessons had gone through self-made classification schemes, traditional classification schemes (e.g. The Classical Greek), and scientific classification schemes. The two scientific classification schemes were <em>taught</em> in my classes.<!--more--><a href="http://en.wikipedia.org/wiki/Biological_classification">Biological classification</a> (Linnean/5 Kingdom/Taxonomy) Organisms are assigned into tiered groupings according to shared characteristics. All complex multicellular organisms that consume other organisms are called Animals; All animals with backbones are Vertebrates; All vertebrates with fur and mammary glands are mammals. The major tiers are Kingdom, Phylum, Class, Order, Family, Genus, Species.</p>
<p>AND</p>
<p><a href="http://en.wikipedia.org/wiki/Trophic_level">Trophic dynamics</a> (Ecological niches/Food chains and webs) Organisms within an ecosystem are assigned a specific role according to their position in the food chain. Organisms that create their own energy are known as producers. Organisms that eat other living things are known as consumers. Primary consumers eat the producers, while secondary consumers eat primary consumers. There are also decomposers that process dead and waste materials so they can be reused by the producers. Producers make their own energy so are called autotrophs. Consumers and decomposers get energy from multiple sources and are called heterotrophs.</p>
<p>&#160;</p>
<p>To use these with the design-an-organism activity, the class agreed upon an environment and then each group was assigned a trophic niche and had to set about designing an organism to fill that niche. Afterwards they would have to present it to the class and attempt to classify it according to scientific taxonomy.</p>
<p>In addition to be given different trophic niche, each group was given a different medium with which to create their masterpiece &#8211; pencils, crayons, collage, and craft (I avoided paints too much mess). What I had really wanted was to give each group (or even each student) a copy of <a href="http://www.spore.com/trial">Spore: Creature Creator</a> to push up my ICT integration level.</p>
<p>Sadly, despite one of my supervising teachers having copy, it was only one. The combination of EQ IT policy and EA&#8217;s crippling DRM meant after two weeks, I had it installed on a single computer in the school and available for only one user account. It still provided a good way to demonstrate the task concept, and also a reward for those students who worked hard and completed the task early.</p>
<p>Some groups had created chimeras &#8211; combining the body parts of different animals they new &#8211; which then lead to difficulty in the second part of the task (is a half elephant-ladybug an insect or mammal? how do we tell?). Other groups worked pretty well to create some original concepts such as a grass that squawks like a parrot to ward of predators, a crocodile with brightly coloured feathers to attract fish, and a giant man eating snail.</p>
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<title><![CDATA[Toward better collections, part 1: Assassin's Creed]]></title>
<link>http://schlaghund.wordpress.com/2009/11/20/toward-better-collections-part-1-assassins-creed/</link>
<pubDate>Sat, 21 Nov 2009 03:19:45 +0000</pubDate>
<dc:creator>schlaghund</dc:creator>
<guid>http://schlaghund.wordpress.com/2009/11/20/toward-better-collections-part-1-assassins-creed/</guid>
<description><![CDATA[During my family leave, I&#8217;ve gotten some time during 2.0&#8217;s sporadic sleep schedule to pl]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>During my family leave, I&#8217;ve gotten some time during 2.0&#8217;s sporadic sleep schedule to play a ton of games. The majority of those games features a common, popular gameplay element &#8211; set collection.  You know what I&#8217;m talking about, right?  It&#8217;s that optional gameplay element in which you&#8217;re invited (usually unsuccessfully) to &#8220;collect them all&#8221; or &#8220;find them all&#8221;.  A few examples:  <a href="http://www.amazon.com/gp/product/B001EYUVZK?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B001EYUVZK">Okami</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B001EYUVZK" border="0" alt="" width="1" height="1" />&#8217;s stray beads, <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#38;location=http%3A%2F%2Fwww.amazon.com%2Fs%3Fie%3DUTF8%26x%3D0%26ref_%3Dnb%255Fss%26y%3D0%26field-keywords%3Dgears%2520of%2520war%26url%3Dsearch-alias%253Dvideogames&#38;tag=schlaghundspl-20&#38;linkCode=ur2&#38;camp=1789&#38;creative=390957">Gears of War</a><img style="border:none!important;margin:0!important;" src="https://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=ur2&#38;o=1" border="0" alt="" width="1" height="1" />&#8217;s COG tags, <a href="http://www.amazon.com/gp/product/B001EYUS4Y?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B001EYUS4Y">Fallout 3</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B001EYUS4Y" border="0" alt="" width="1" height="1" />&#8217;s bobbleheads, <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#38;location=http%3A%2F%2Fwww.amazon.com%2Fs%3Fie%3DUTF8%26x%3D0%26ref_%3Dnb%255Fss%26y%3D0%26field-keywords%3Dratchet%2520and%2520clank%26url%3Dsearch-alias%253Dvideogames&#38;tag=schlaghundspl-20&#38;linkCode=ur2&#38;camp=1789&#38;creative=390957">Ratchet &#38; Clank</a><img style="border:none!important;margin:0!important;" src="https://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=ur2&#38;o=1" border="0" alt="" width="1" height="1" />&#8217;s golden bolts, <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#38;location=http%3A%2F%2Fwww.amazon.com%2Fs%3Fie%3DUTF8%26x%3D0%26ref_%3Dnb%255Fss%26y%3D0%26field-keywords%3Dsuper%2520smash%2520bros%26url%3Dsearch-alias%253Daps&#38;tag=schlaghundspl-20&#38;linkCode=ur2&#38;camp=1789&#38;creative=390957">Super Smash Bros.</a><img style="border:none!important;margin:0!important;" src="https://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=ur2&#38;o=1" border="0" alt="" width="1" height="1" />&#8217;s trophies, <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#38;location=http%3A%2F%2Fwww.amazon.com%2Fs%3Fie%3DUTF8%26x%3D0%26ref_%3Dnb%255Fss%26y%3D0%26field-keywords%3Dpokemon%26url%3Dsearch-alias%253Dvideogames&#38;tag=schlaghundspl-20&#38;linkCode=ur2&#38;camp=1789&#38;creative=390957">Pokemon</a><img style="border:none!important;margin:0!important;" src="https://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=ur2&#38;o=1" border="0" alt="" width="1" height="1" />&#8217;s&#8230; pokemon.  There are also other, more subtle forms of set collection that you may not have thought about: multiplayer titles, skill sets, armor sets, crafting recipes, beastiaries, codexes (I&#8217;m looking at you, Bioware) &#8211; even Xbox/PS3 achievements/trophies can fall into this category.  Since I&#8217;m a bit OCD and somewhat of a collection nut, I spot these collection opportunities rather quickly.  I also tend to determine rather quickly that the vast majority of such opportunites are not worth my time investment.  And I&#8217;m sure many of you have done the same thing &#8211; shelved a game without even giving a second thought to those things you left uncollected in that bygone world.  There&#8217;s a reason for that &#8211; it&#8217;s because most games implement set collection badly.  In this series of articles, I&#8217;d like to use personal experience from playing various games to examine how other games could improve the quality of these collection mechanics and give players more incentive to participate in these peripheral activities.</p>
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<p>First, let&#8217;s define what comprises a &#8220;set collection mechanic&#8221; to restrict the scope of this article:</p>
<ul>
<li><strong>Players must be able to complete the set</strong>: this rules out procedurally generated things (eg. Diablo/Torchlight loot) or a continually growing set of user-generated content (eg. Spore creatures or Second Life sets).</li>
<li><strong>Completion of the set should be a peripheral activity and NOT be required to progress through the game</strong>: otherwise, our examination of the player&#8217;s motivation to complete a set overlaps with other motivating factors; so this restriction prevents applying our study to things like the various mandatory devices in Zelda games &#8211; technically, it&#8217;s a set of devices that can be collected in its entirety, but (excepting upgrades to bag sizes, etc.) it MUST be completed to progress through the game; heart pieces, however, qualify as a valid set.</li>
<li><strong>The set must have some easily accessible, manifested representation in the game</strong>: in other words, the set must be an intentional collection placed by the designer; this rules out user-defined meta-sets.  Such sets are contrived by individual players who have clearly already conjured up the necessary motivation to attempt collecting the set.  For instance, in <a href="http://www.amazon.com/gp/product/B0009Z3MQK?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B0009Z3MQK">Animal Crossing: Wild World</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B0009Z3MQK" border="0" alt="" width="1" height="1" />, I attempted to find and purchase all of the instruments in the game to make a music room &#8211; nothing in the game actually lists the set of instruments; neither are they denoted by some special icon.  It&#8217;s an arbitrary set I made up for which I had already mustered the necessary motivation to collect.</li>
</ul>
<p>Now that we&#8217;ve defined the bounding conditions, I&#8217;d like to start this series with an examination of a game I only recently had the opportunity to play: the original <a href="http://www.amazon.com/gp/product/B001ELJFGO?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B001ELJFGO">Assassin&#8217;s Creed</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B001ELJFGO" border="0" alt="" width="1" height="1" /> (and just in time for <a href="http://www.amazon.com/gp/product/B00267RVX4?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B00267RVX4">part II</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B00267RVX4" border="0" alt="" width="1" height="1" />!).  As much as I enjoyed playing the game, I ran into a rather irksome collection mechanic &#8211; the city flags.  Of all the collect-them-all mechanics I&#8217;ve experienced in games thus far, the city flags are probably the worst of the bunch (at least as far as I can remember).  It didn&#8217;t take long after leaving the confines of Masyaf for me to swear off the entire collection altogether.  Here&#8217;s why:</p>
<ul>
<li>There don&#8217;t appear to be any gameplay <em>or</em> narrative rewards for procuring flags except for meta-rewards (i.e. Achievements and 100% completion with the filled &#8220;Additional Memories&#8221; DNA bar).  Even if such a tangible reward existed at the end of the tunnel, it&#8217;s so elusive that it doesn&#8217;t really factor into the typical player&#8217;s drive to collect the flags.</li>
<li>Aside from their location, flags are indistinguishable from one another, making the experience of finding one identical each time.  This was exacerbated by the fact that there are <em>420 </em>of those indistinguishable things!  So finding one was an altogether insignificant and homogenous (read: boring) experience.</li>
<li>Flags are not particularly challenging to acquire.  Reaching them is simply a matter of hidden knowledge rather than a test of skill or logic.</li>
</ul>
<p>I&#8217;m going to take a look at each of these three points and examine how other games have remedied the problems with Assassin&#8217;s Creed&#8217;s flag-collection gameplay.</p>
<p><strong>Collection Rewards</strong></p>
<p>One could argue that completing an in-game collection is reward enough.  That may very well be true.  I think that such collections generally fall into the category in which each individual item in the set is distinct enough to provide sufficient player motivation (see the Collection Distinction section below).  But in any case, it doesn&#8217;t hurt to provide some extra incentive to the player to collect a set of things.  These extra incentives can typically be categorized as either a gameplay reward or a narrative reward.</p>
<p>Gameplay rewards consist of additional skills or abilities (or some currency toward the purchase of skills or abilities) that expand and augment the player&#8217;s gameplay experience.  The most recent example that comes to mind is <a href="http://www.amazon.com/gp/product/B001EYUQJ6?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B001EYUQJ6">Brutal Legend</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B001EYUQJ6" border="0" alt="" width="1" height="1" />&#8217;s bound serpents, which, when found, each provide a small amount of fire tributes that can be used to purchase upgrades at the motor forge.  Furthermore, for every ten bound serpents that are freed, the player character Eddie Riggs gets an upgrade to some element of his stats.</p>
<p>Alternatively, collections can grant narrative rewards in several different forms. Again, Brutal Legend provides a convenient example of such a collection: the &#8220;legends&#8221; scattered across the landscape.  For each one the player finds, another cutscene detailing the Brutal Legend mythos is revealed.  Coincidentally, I also discovered that <a href="http://www.amazon.com/gp/product/B001HWB68K?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B001HWB68K">Halo 3: ODST</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B001HWB68K" border="0" alt="" width="1" height="1" /> contains an identical mechanic in the form of the audio logs that follow a story indirectly related to the main plotline.  Yet another example of a narrative collection reward is <a href="http://www.amazon.com/gp/product/B001EYUQ8C?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B001EYUQ8C">BioShock</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B001EYUQ8C" border="0" alt="" width="1" height="1" />&#8217;s audio diaries, narrated by multiple characters related to the main story.  However, ODST and Brutal Legend&#8217;s narrative collections differ in that each piece of the collection is not associated with a specific piece of the narrative reward.  In other words, whether you find piece A before or after piece B, you&#8217;re always going to get story reward A <em>before</em> story reward B.  This is not true for BioShock&#8217;s narrative collection, in which <em>specific</em> audio logs are found in <em>specific</em> locations.  This is an important distinction that we&#8217;ll revisit in the next section.</p>
<p>There is, of course, no reason why a particular collection can&#8217;t give <em>both</em> narrative and gameplay rewards, as is evident in Brutal Legend&#8217;s &#8220;legend&#8221; collection (which I neglected to mention also gives fire tributes for each legend discovered).  Another game I&#8217;ve played recently (after putting it off long enough) is <a href="http://www.amazon.com/gp/product/B000UW21A0?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B000UW21A0">Uncharted: Drake&#8217;s Fortune</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B000UW21A0" border="0" alt="" width="1" height="1" />, in which every five pieces of treasure nets the player medal points that are used to unlock various metagame rewards (tweakable game modifiers like infinite ammo, faster run, and weapon select) and bonus content such as concept art and development videos.  I&#8217;ve lumped extra-game content into the category of &#8220;narrative rewards&#8221; in that they don&#8217;t actually augment the game experience.  In all of these examples, I think it&#8217;s safe to say that these various rewards can often be an effective incentive to the player to collect the entire set.</p>
<p><strong>Collection Distinction</strong></p>
<p>There is an important element of set collection that seems to be a no-show in many of its incarnations: distinction.  Each element of a set should be easy distinguishable from each other, via its textual, iconic, or geometric representation and/or some titular or numeric label.  As I&#8217;ve already observed, all of the flags in a particular area in Assassin&#8217;s Creed are identical except for where they are located.  This makes collecting each and every one the exact same experience.  There&#8217;s no sense of novelty in finding another one.</p>
<p>As I mentioned earlier, collecting a set of objects can be reward in itself &#8211; but this is generally a strong enough motivation to the player <em>only </em>when a distinction is made between the elements of the set.  The word &#8220;collecting&#8221; carries the connotation of collecting <em>distinct</em> elements.  How often do stamp collectors attempt to find <em>every</em> copy of only <em>one</em> type of stamp?  Or how often do card collectors try to acquire <em>every</em> copy of <em>one</em> particularly rare card?  While these real-world examples present collection goals that are obviously marred by real-world obstacles and impossibilities that don&#8217;t exist in the virtual space, art reflects life.  And in life, the appeal of set collection is in the diversity of the set&#8217;s various elements and in how those elements complement each other.  The set is a puzzle whose pieces, as they come together, become a clearer and more magnificent picture (even if that picture&#8217;s got a few missing spots).</p>
<p>I&#8217;ve always liked Nintendo&#8217;s first-party approach to collections.  I&#8217;m specifically referring to the trophies of the Super Smash Bros. series.  Each trophy is fan-service at its best &#8211; each with a unique, nostalgic 3D model of some Nintendo character, object, or setting and a short description of the subject.  All of the player&#8217;s trophies are displayed together in one place, literally becoming that magnificent picture I described.  It&#8217;s like looking at that <a href="http://www.edge-online.com/files/edgepixelposter.jpg">Edge Magazine cover</a> with all of the video game shoutouts.  I also played <a href="http://www.amazon.com/gp/product/7100027950?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=7100027950">The Legend of Zelda: The Wind Waker</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=7100027950" border="0" alt="" width="1" height="1" /> recently (picked it up on the cheap a <em>long</em> time ago and only got around to playing it a few weeks ago).  In that game is a similar collection that the player can complete by using a camera to take pictures of the game&#8217;s enemies and NPC&#8217;s and showing them to a particular sculptor, who crafts figurines of the photographs&#8217; subjects that are put on display throughout various trophy rooms.  Each figurine can be viewed in three dimensions and contains a short description of the subject&#8217;s place in the game universe.</p>
<p>And then, of course, we come back to Pokemon.  While each captured Pokemon simultaneously serves as a gameplay reward (with the new pokemon&#8217;s abilities at the player&#8217;s disposal), I would argue that the vast majority of pokemon are caught for the sake of completing a player&#8217;s Pokedex.  After all, the catchphrase (at least in America&#8230; not sure if it&#8217;s translated from Japanese) is &#8220;Gotta catch &#8216;em all!&#8221;, right?  And since the distinction between each pokemon is both visual <em>and</em> interactive, the drive to collect each one is <em>that</em> much more powerful.</p>
<p>Which reminds me of <a href="http://www.amazon.com/gp/product/B000WINB56?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B000WINB56">Endless Ocean</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B000WINB56" border="0" alt="" width="1" height="1" /> (which I&#8217;m not ashamed to admit is one of my favorite games on the Wii).  At some point in the game, the player is allowed to populate a personal aquarium with creatures that he or she had already discovered.  It&#8217;s yet another fantastic Nintendo example of an interactive collection.</p>
<p>In fact, it appears that the common factor between these Nintendo games&#8217; collections is the extent to which the<em> </em>player is allowed to<em> appreciate</em> his or her collection.  3D models that can be viewed from all angles, textual info and categorization, and in some cases, interactivity all contribute to the player&#8217;s connection to the collection and his or her drive to complete it.  It sure beats a little check mark or a line in a book or even a little icon.  And that is why, when Sony announced Playstation Home, something inside me grew giddy at the thought of 3D trophy displays.  Too bad it didn&#8217;t turn out that way&#8230;</p>
<p>There&#8217;s also one oft overlooked property that distinction imparts to a collectible set &#8211; it allows each element in the set to be described <em>individually</em>.  The reason this is so important is this: FAQ&#8217;s &#8211; of the <a href="http://www.gamefaqs.com/">GameFAQs</a> type.  Not <em>everyone</em> can be expected to find every single element of the set on their own.  For those collectors that don&#8217;t wish to invest the required time, they should at least be able to look up the locations of the missing pieces.  This is impossible to do when the individual pieces are indistinguishable from one another.  This is especially problematic in Assassin&#8217;s Creed because in order to use a guide, you <em>must</em> use it for <em>every single flag</em>.  Otherwise, unless you have picture-perfect memory or you&#8217;re using a video guide (which I imagine would be ridiculously lengthy), you cannot possibly know whether you&#8217;ve already found a particular flag or you&#8217;re just looking at a slightly incorrect location on a flag map because there&#8217;s no way of knowing whether you already found &#8220;flag 53&#8243; on the map &#8211; you only know that you&#8217;ve found 178 total flags, one of which may be the anonymous &#8220;flag 53&#8243; in question.  I know this isn&#8217;t a purely ludological reason for set element distinction, but it&#8217;s a valid one nonetheless.  I&#8217;m rather confident that all but the most hardcore purists fall back on external sources (strategy guides, FAQ&#8217;s) to complete a collection.  I do it all the time.  So even if the &#8220;distinction&#8221; in a collectible set is just a numeric label or a dull identifier (like Okami&#8217;s stray beads), it&#8217;s still an important thing to have for the sake of simplifying the collection process itself.</p>
<p><strong>Collection Gameplay</strong></p>
<p>It&#8217;s important to ensure that the gameplay surrounding the collecting of objects is as solid as the elements of the collection itself.  I can group collection gameplay into at least three broad categories: steady-stream, challenge, and exploratory.</p>
<ul>
<li>Steady-stream collection: these are the sets of the type where the player gets a relatively steady stream of random elements of the set, and completing the collection becomes all about either trading for the missing elements or just investing enough into the game.  Examples: Smash Bros. trophies, <a href="http://www.amazon.com/gp/product/B000Q0ASEW?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B000Q0ASEW">Culdcept Saga</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B000Q0ASEW" border="0" alt="" width="1" height="1" />&#8217;s cards (or any CCG&#8217;s cards, for that matter), <a href="http://www.amazon.com/gp/product/B0024KI7AE?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B0024KI7AE">Treasure World</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B0024KI7AE" border="0" alt="" width="1" height="1" />&#8217;s treasures, <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#38;location=http%3A%2F%2Fwww.amazon.com%2Fs%3Fie%3DUTF8%26x%3D0%26ref_%3Dnb%255Fss%26y%3D0%26field-keywords%3Danimal%2520crossing%26url%3Dsearch-alias%253Dvideogames&#38;tag=schlaghundspl-20&#38;linkCode=ur2&#38;camp=1789&#38;creative=390957">Animal Crossing</a><img style="border:none!important;margin:0!important;" src="https://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=ur2&#38;o=1" border="0" alt="" width="1" height="1" />&#8217;s fossils, a good number of Free Realms&#8217; collection components.</li>
<li>Challenge collection: these are the sets whose elements take actual gameplay skill to acquire.  Examples: <a href="http://www.amazon.com/gp/product/B001EYUNHG?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B001EYUNHG">Street Fighter IV</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B001EYUNHG" border="0" alt="" width="1" height="1" />&#8217;s multiplayer titles, <a href="http://www.amazon.com/gp/product/B00267S2A0?ie=UTF8&#38;tag=schlaghundspl-20&#38;linkCode=as2&#38;camp=1789&#38;creative=390957&#38;creativeASIN=B00267S2A0">Modern Warfare 2</a><img style="border:none!important;margin:0!important;" src="http://www.assoc-amazon.com/e/ir?t=schlaghundspl-20&#38;l=as2&#38;o=1&#38;a=B00267S2A0" border="0" alt="" width="1" height="1" />&#8217;s Spec-Ops mode stars, Braid&#8217;s stars (yeah, you might not have known about them; I sure as heck didn&#8217;t), Xbox 360 achievements and PS3 trophies.</li>
<li>Exploratory collection: these are the types of sets whose elements are found by exploring the game space.  Typically, you&#8217;ll find these kinds of collections in shooters and action games.  Examples (there are tons of them but I&#8217;ll just name a few): Gears of War&#8217;s COG tags, Modern Warfare&#8217;s intel, ODST and Bioshock&#8217;s audio logs/diaries, Fallout 3&#8217;s bobbleheads, just about everything in Brutal Legend.</li>
</ul>
<p>Assassin&#8217;s Creed&#8217;s flag collection can basically be classified as an exploratory collection.  It is this class of collection that I believe is most often (and most disappointingly) implemented.  The big problem that I&#8217;ve experienced with these collections is this: they break immersion by forcing the player to think not as the protagonist or the player character but rather as a designer.</p>
<p>For most of these exploratory collections, the elements are often placed with little to no narrative sense.  They&#8217;re usually either strewn about randomly or hidden in obscure corners of the map that oftentimes don&#8217;t even seem accessible.  As I mentioned at the beginning of this post, completing such a collection is an excercise in hidden knowledge more than anything else.</p>
<p>When searching for elements of such collections, I almost <em>always</em> find myself thinking things like, <em>This corridor doesn&#8217;t lead to anywhere meaningful &#8211; there must be something there</em>, or, <em>This ledge is out-of-the-way, but it&#8217;s accessible &#8211; there must be something there</em>.  The only logic behind these thought processes comes from putting myself in the designers&#8217; shoes rather than doing what makes <em>sense</em> in the context of the game and the narrative.  My wife can even attest to this fact as she watched me play Uncharted, exclaiming, &#8220;I smell <em>treashuz</em>!&#8221; whenever my designer sense started tingling.  And it netted me 50 out of 60 treasures on my first run-through.  I had similar moments in ODST.  When a path led indoors and to some seemingly irrelevant balcony, I could usually count on finding an audio log.  And there&#8217;s no <em>reason</em> to think this Sophie character was actually <em>at</em> any of those audio log locations.</p>
<p>Brutal Legend, however, contains a great example of an exploratory collection with at least some measure of contextual sense &#8211; the landmark viewers.  They&#8217;re around landmarks!  If I saw something in the world that <em>looked</em> like a landmark, I knew there was a landmark viewer nearby.  I didn&#8217;t have to go probing the mind of some sadistic designer.  Another simple way of limiting the breaking of immersion would be to give the player character some in-game way of &#8220;sensing&#8221; nearby elements of a collection &#8211; some blinking UI element or controller rumble feedback to indicate the proximity of the element.  I can&#8217;t immediately think of any games that have really done this, although I&#8217;m absolutely sure <em>someone</em> must have.  The closest example I can think of is Ocarina of Time&#8217;s use of the rumble pak to signal to the player that something was hidden nearby.</p>
<p><strong>Application</strong></p>
<p>So how could Assassin&#8217;s Creed have improved its flag collection gameplay?  Personally, I think the most unintrusive way would have been to tie flags to labeled chunks or chapters of historical info (fictional or otherwise) about the city.  Such a change wouldn&#8217;t involve adding abilities or tweaking/rebalancing character progression to accommodate gameplay rewards &#8211; and the change would fit well with the game&#8217;s prominent narrative delivery and historical setting.  Of course, this would probably involve cutting the number of flags down significantly &#8211; a most welcome change.  In fact, why not change the flags altogether and instead make them distinctly crafted relics in the vein of Uncharted&#8217;s treasures?  They would probably fit into the world a little better that way.   (Really &#8211; why are there random flags all over the place, anyway?)  Along those lines, the seeding of these &#8220;relics&#8221; could be in more logical locations: at the top of notable landmarks or inside obvious places of importance rather than in the shadows of some inconspicuous alley or atop a nondescript rooftop.  Furthermore, the designers can spread clues regarding the locations of those relics throughout lesser &#8220;eavesdropping&#8221; opportunities in the game.  I found the eavesdropping mechanic to be rather contrived, as the player can <em>only </em>eavesdrop for an investigative mission.  It would have been much more interesting if there were other groups of conversations on which the player could eavesdrop to get clues &#8211; much in the same way that pickpocketing is used for both investigations <em>and</em> for acquiring throwing knives.  And, being the valuable relics that they are, some of them can be guarded by hostile templars who must be circumvented or defeated, while others can be locked away in trap-laden rooms requiring a touch of finesse and dexterity to traverse.</p>
<p>And for the record, I have not yet touched the second title in the series.  So now someone who&#8217;s finished playing Assassin&#8217;s Creed II can tell me whether Ubisoft did, in fact, add a more compelling collection mechanic.</p>
<p>So that covers the shortfalls I noticed in Assassin&#8217;s Creed&#8217;s flag collection and how one might possibly improve that segment of gameplay. In my next post, I&#8217;ll be exploring the importance of community and recognition and how those things have strengthened the player&#8217;s drive to collect &#8211; especially with the most recent console generation&#8217;s emphasis on online play.</p>
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<title><![CDATA[Review: Spore]]></title>
<link>http://chimac.net/2009/11/18/review-spore/</link>
<pubDate>Wed, 18 Nov 2009 23:13:03 +0000</pubDate>
<dc:creator>chimac</dc:creator>
<guid>http://chimac.net/2009/11/18/review-spore/</guid>
<description><![CDATA[So I just got Spore and played it and was a little disappointed.  Having played Civilization and oth]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>So I just got Spore and played it and was a little disappointed.  Having played Civilization and other games by this author, I expected more complexity.  While it is cute, it doesn&#8217;t thrill me.  Are the expansion packs worth it?  Click <a href="http://www.amazon.com/Spore-Mac/dp/B000FKBCX4" target="_self">here</a> to read reviews on Amazon.</p>
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<title><![CDATA[More hazard variety Mod]]></title>
<link>http://sporemodding.wordpress.com/2009/11/16/more-hazard-variety-mod/</link>
<pubDate>Mon, 16 Nov 2009 17:23:32 +0000</pubDate>
<dc:creator>Revigoe</dc:creator>
<guid>http://sporemodding.wordpress.com/2009/11/16/more-hazard-variety-mod/</guid>
<description><![CDATA[Simples modificação que faz com que os jatos, nuvens e outros perigos em planetas T0 tenham um poder]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Simples modificação que faz com que os jatos, nuvens e outros perigos em <a href="http://pt.spore.wikia.com/wiki/Planeta_T0" target="_blank">planetas T0</a> tenham um poder de dano e tamanhos diferentes e variados. Por padrão, todos os jatos que saem da superfície de planetas T0, por exemplo, tem o mesmo tamanho e o mesmo poder de dano. Com este mod, eles poderão ser deste pequenos jatos, a até enormes jatos que poderão sair da atmosfera do planeta e causar a explosão de sua nave.</p>
<p><a href="http://cid-63ba334000cfe9f4.skydrive.live.com/self.aspx/.Public/Spore%20Mods/Aventuras%20Gal%c3%a1cticas%20Mods/hazardvariety.package" target="_blank">Download do More hazard variety Mod.</a>     <br /><a href="http://sporedum.net/forum/downloads.php?do=file&#38;id=58&#38;act=down" target="_blank">Mirror #1 do More hazard variety Mod.</a>     <br /><a href="http://sporedum.net/forum/downloads.php?do=file&#38;id=58" target="_blank">Mirror #2 do More hazard variety Mod.</a></p>
<p> 
<p><img style="display:block;float:none;margin-left:auto;margin-right:auto;" title="Planeta Tenso." border="0" alt="Planeta Tenso." src="http://img690.imageshack.us/img690/6836/spore20091110233524.png" width="428" height="321" /></p>
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<title><![CDATA[Games]]></title>
<link>http://huy3.wordpress.com/2009/11/16/games/</link>
<pubDate>Mon, 16 Nov 2009 09:31:00 +0000</pubDate>
<dc:creator>Huy Tran</dc:creator>
<guid>http://huy3.wordpress.com/2009/11/16/games/</guid>
<description><![CDATA[Hello all! Lately I&#8217;ve been swamped with schoolwork, but this weekend I finally caught a break]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Hello all!</p>
<p>Lately I&#8217;ve been swamped with schoolwork, but this weekend I finally caught a break. What did I do with this free time? Played computer games of course! Tricia got me on this Facebook game called Fishville. The objective of this game is to make money and increase experience by buying, raising, and selling fish in a virtual fish tank. Here&#8217;s a screen cap:</p>
<p><img class="alignleft size-full wp-image-150" title="Picture 1" src="http://huy3.wordpress.com/files/2009/11/picture-1.png" alt="Picture 1" width="500" height="393" /></p>
<p>As you might notice, I have the most experience points out of my five neighbors. That&#8217;s because I stayed up until 4:00 AM yesterday morning hustlin&#8217; fish.</p>
<p>Another game that I&#8217;ve been playing is Spore, an equally addictive simulation game. In this one, the objective is to create a species, evolve, explore, and eventually conquer other tribes/nations/planets. My mom bought the game for me on Saturday and in two nights, I became so obsessed with it that I had to uninstall/sacrifice it in the name of productivity and sleep.</p>
<p>Fishville on the other hand&#8230;</p>
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<title><![CDATA[random tidbits]]></title>
<link>http://letyourmemorybeyourtravelbag.wordpress.com/2009/11/14/random-tidbits/</link>
<pubDate>Sat, 14 Nov 2009 12:43:39 +0000</pubDate>
<dc:creator>theodoralindy</dc:creator>
<guid>http://letyourmemorybeyourtravelbag.wordpress.com/2009/11/14/random-tidbits/</guid>
<description><![CDATA[todays low&#8230; 76 degrees fahrenheit and the singaporeans are busting out their sweatshirts. item]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>todays low&#8230; 76 degrees fahrenheit and the singaporeans are busting out their sweatshirts.</p>
<p>items like italian food are a hot commodity/ treat here&#8230; mattie made us cacciatore for dinner and it was yummy&#8230; we did have a difficult moment tho when we learned we couldn&#8217;t buy a whole chicken without getting THE WHOLE CHICKEN aka feet and head still attached. opted out on that one. </p>
<p>china is sending singapore 2 pandas&#8230; there are only 1800 left in the wild and 236 in captivity (this from the new paper here). </p>
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<title><![CDATA[Moje ulubione gry]]></title>
<link>http://gameleon.wordpress.com/2009/11/13/moje-ulubione-gry/</link>
<pubDate>Fri, 13 Nov 2009 13:52:37 +0000</pubDate>
<dc:creator>gameleon</dc:creator>
<guid>http://gameleon.wordpress.com/2009/11/13/moje-ulubione-gry/</guid>
<description><![CDATA[Nie ukrywam, że gry to moja pasja. Niedługo wybije liczba 11 odkąd zacząłem grać. Pamiętam tą pierws]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Nie ukrywam, że gry to moja pasja. Niedługo wybije liczba 11 odkąd zacząłem grać. Pamiętam tą pierwszą produkcję, którą ujrzały moje oczy na moim nowym ukochanym już komputerze. To była gra nosząca tytuł <strong>Heart of Darkness</strong>. Powstała w roku 1998. <!--more-->Zaprojektował ją wtedy Eric Chahi. Opowiada ona o chłopcu noszącym imię Andy. Pewnego dni źli kosmici porywają jego psiego przyjaciela. On chcąc go odbić rusza na inną planetę skonstruowanym przez siebie statkiem. Kilka chwil mija i już znajduje się na obcej planecie. Już od pierwszych chwil musi walczyć z wrogimi istotami. Jednak nie wręcz. Do tego celu ma przygotowany, również przez siebie blaster. Sama gra to znakomita zręcznościówka, która pochłonęła mnie w owym czasie do reszty.</p>
<p>Kolejną grą jaką uruchomiłem był Quake 2. Jeszcze dziś pamiętam tą znakomitą grafikę trójwymiarową. Zapierała ona wtedy dech w moich małych jeszcze płucach. Już po kilku minutach gry poczułem wyjątkowy klimat Quake’a. Był mroczny a za razem wciągający. Przedzierałem się przez kolejne etapy jak najszybciej się dało. Wrogowie padali jeden za drugim.  W ten oto sposób spędziłem co najmniej kilkadziesiąt godzin swojego jakże cennego życia.</p>
<p>Starcie nr 3 nastąpiło jakiś czas po erze Quake’a. Wtedy to stanąłem na zielonej murawie by wygrać mecz z wrogą drużyną Arsenal. To było kilka minut po odpakowaniu świeżej jeszcze Fify 99.  Twór gości z Electronic Arts mimo trudności jakie miałem wtedy ze sterowaniem moim teamem przypadł mi bardzo do gustu.</p>
<p>To tyle na razie. Za jakiś czas postaram się opisać więcej gier, które podczas mojego życia mnie zachwyciły.</p>
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<title><![CDATA[The Flyest Doorbell We Ever Seen]]></title>
<link>http://urbanmogullife.com/2009/11/12/the-flyest-doorbell-we-ever-seen/</link>
<pubDate>Thu, 12 Nov 2009 23:00:24 +0000</pubDate>
<dc:creator>Urban Mogul Life</dc:creator>
<guid>http://urbanmogullife.com/2009/11/12/the-flyest-doorbell-we-ever-seen/</guid>
<description><![CDATA[]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><img class="aligncenter size-full wp-image-2476" title="500x_sporebell1" src="http://urbanmogullife.wordpress.com/files/2009/11/500x_sporebell1.jpg" alt="500x_sporebell1" width="450" height="272" /></p>
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<title><![CDATA[Electronic Arts compra Playfish por US$ 300 milhões]]></title>
<link>http://umpingo.wordpress.com/2009/11/11/ea-compra-playfish-por-us-300-milhoes/</link>
<pubDate>Wed, 11 Nov 2009 23:36:01 +0000</pubDate>
<dc:creator>Nanda</dc:creator>
<guid>http://umpingo.wordpress.com/2009/11/11/ea-compra-playfish-por-us-300-milhoes/</guid>
<description><![CDATA[No último dia 9, a Electronic Arts anunciou  a compra da Playfish, empresa que publica jogos exclusi]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><img class="alignnone size-full wp-image-1124" title="electronicarts" src="http://umpingo.wordpress.com/files/2009/11/electronicarts_sign.jpg" alt="electronicarts" width="455" height="262" /></p>
<p>No último dia 9, a <a href="http://www.ea.com/" target="_blank">Electronic Arts</a> anunciou  a compra da <a href="www.playfish.com" target="_blank">Playfish</a>, empresa que publica jogos exclusivos para redes sociais e celulares, por US$ 300 milhões. A Playfish vai operar na EA Interactive (EAi), núcleo da Electronic Arts (EA) voltado para produtos de internet e mobile.  &#8221;Os jogos sociais, com ênfase na comunidade e amigos, está tendo um enorme crescimento e este é o momento certo de investir para fortalecer a nossa participação neste espaço&#8221;, disse Barry Cottle, vice-presidente sênior da EAi e gerente geral da EA.</p>
<p>De acordo com o <em>site </em>da EA Games, a Playfish possui dez títulos rodando em todo o mundo, nas plataformas do Facebook,  MySpace, Google, Bebo, iPhone e Android. Entre os mais famosos, estão Restaurant City, Pet Society e Country Story.</p>
<p>Mas nem tudo são flores, segundo o <em>site </em>Gamasutra: especialistas do mercado de entretenimento digital ficaram bastantes confusos com a aquisição da Playfish pela EA. A gigante norte-americana passa por um momento de reestruturação, prevendo a demissão de 1.500 funcionários até abril de 2010, o encerramento das atividades de parte de suas fábricas e  a crescente perda líquida que, neste ano, chega a US$ 391 milhões.</p>
<p>A Eletronic Arts é uma das melhores editoras de <em>games </em>atualmente. Títulos mundialmente conhecidos, como The Sims 3, Dragon Age: Origins, Spore, Need for Speed, Command an Conquer, Battlefield, Mass Efect e Crysis representam grandes lançamentos no mercado. No entanto, o sucesso não tem gerado impacto em sua receita.</p>
<p>Fontes: www.ea.com, www.gamasutra.com<br />
Imagem: www.multiplayerblog.mtv.com</p>
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<title><![CDATA[Spore chega ao Facebook]]></title>
<link>http://databits.wordpress.com/2009/11/11/spore-chega-ao-facebook/</link>
<pubDate>Wed, 11 Nov 2009 21:35:05 +0000</pubDate>
<dc:creator>elisiariocouto</dc:creator>
<guid>http://databits.wordpress.com/2009/11/11/spore-chega-ao-facebook/</guid>
<description><![CDATA[O Facebook acaba de receber mais um &#8220;jogo&#8221; para entreter os seus utilizadores. Agora foi]]></description>
<content:encoded><![CDATA[O Facebook acaba de receber mais um &#8220;jogo&#8221; para entreter os seus utilizadores. Agora foi]]></content:encoded>
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<title><![CDATA[Osmos Bir Oyundur]]></title>
<link>http://nihilanth.org/2009/11/11/osmos-bir-oyundur/</link>
<pubDate>Wed, 11 Nov 2009 18:02:26 +0000</pubDate>
<dc:creator>nihilanth</dc:creator>
<guid>http://nihilanth.org/2009/11/11/osmos-bir-oyundur/</guid>
<description><![CDATA[Nereden buldum tam olarak hatırlamıyorum ama, yüklediğimden beri severek oynadığım güzel bir oyun bu]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><img class="aligncenter size-full wp-image-1030" title="osmos" src="http://nihilanth.wordpress.com/files/2009/11/osmos.jpg" alt="osmos" width="480" height="358" /></p>
<p>Nereden buldum tam olarak hatırlamıyorum ama, yüklediğimden beri severek oynadığım güzel bir oyun bu. Bu tarz küçük çaplı oyunlar (World of Goo gibi) büyük yankı uyandırmaya başladı. Yapımcıların da bunu farketme ve günümüz yazılım teknolojisiyle bu eski tip minimalist zevklere hitap eden oyunlar üretme konusundaki gayretlerini takdir ediyorum. Yukarıdaki görüntü sizi aldatmasın. Oyunu çözdüğünüzde bu anlamsız gibi görünen karmaşık manzara yerini keyifli bir cümbüşe bırakıyor. Oyunun konusunun, Spore&#8217;un başlangıç bölümünün ve bazı eski arcade oyunlardan ilham alınarak geliştirildiğini söyleyebiliriz. Büyük balık küçük balığı yer, yedikçe büyür, en büyük olur ve bölüm değişir&#8230; Tabi ilerleyen bölümlerde ortamda sizin gibi yedikçe büyüyen cisimler ve daha sonra da sizle birleştiğinde yok edici özelliği olan anti-matter&#8217;larla karşılaştığınızda her şey daha büyük bir eğlenceye döner. Kimi zaman dap dar bir geçitten kurtulmaya çalışıyor kimi zaman büyük bir canlının peşine düşüyorsunuz. Bu sırada harika diyebileceğimiz sound track de oyunun atmosferine eşlik ediyor.</p>
<p>Bu güzel oyunu <a href="http://www.hemispheregames.com/osmos/" target="_blank">Hemisphere Games</a>&#8216;in web sitesinden 10$&#8217;a satın alarak indirebilirsiniz ya da demosunu deneyebilirsiniz. Şiddetle tavsiye olunur.</p>
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<title><![CDATA[Monday This &amp; That]]></title>
<link>http://heatherholland.wordpress.com/2009/11/09/monday-this-that/</link>
<pubDate>Mon, 09 Nov 2009 13:43:30 +0000</pubDate>
<dc:creator>Heather</dc:creator>
<guid>http://heatherholland.wordpress.com/2009/11/09/monday-this-that/</guid>
<description><![CDATA[Well, the weekend went by rather quickly and uneventfully. Our anniversary dinner was take out Chine]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Well, the weekend went by rather quickly and uneventfully. Our anniversary dinner was take out Chinese. Nothing all that special there, though we did rent The Orphan, which I really enjoyed. For once, I couldn&#8217;t guess what was going on, a fact my husband even commented on out loud. Between the two of us, we can usually work out how a show or film is going and how it will end before we&#8217;re even half done. Not so with the Orphan, which was a surprising change of pace. We also rented The Proposal, which was another great film in a less spooky, suspenseful way. So if you haven&#8217;t seen either, they both get a thumbs up from me.</p>
<p>I spent the weekend eyeballing video games. Don&#8217;t get me wrong. I love and am totally addicted to World of WarCraft, however, after two and half years of playing, it&#8217;s beginning to get repetitive. I need a change, at least until the next expansion pack comes out. I&#8217;m looking at Lord of the Rings online, Spore (played the Nintendo DS version and enjoyed it), Demigod, Sacred 2 (played the first and really liked it) and some others I can&#8217;t recall offhand, but I did take pictures of them in the store so I wouldn&#8217;t forget. Why pictures? For once, I didn&#8217;t have pen and paper handy. I know, the horror of it all. Where I would prefer something non-subscription based to play, I am playing the 10 day trial of Lord of the Rings online and so far, it&#8217;s not that bad. I&#8217;m also waiting for Diablo III. The second Diablo totally rocked.</p>
<p>I ended up sick again over the weekend, which has lingered on until this morning. Just another reason to hate this time of the year. I get sick even more frequently than any other time of the year, which totally sucks for me. So needless to say, no writing over the weekend, not that I really expected to get anything done since it was my anniversary. I do hope to get the WIP finished up before my birthday, though, and the Thanksgiving holiday because that&#8217;s when the hectic holiday season really kicks in around here and I&#8217;ll be super busy with all that. Of course, I&#8217;ll have edits to do somewhere in there, but I&#8217;m not too worried about those. The super hard part will be over—rewrites, and that&#8217;s all that worries me at this point.</p>
<p>And with that, I think I&#8217;m going to go kick back for a while. If I&#8217;m lucky, I&#8217;ll feel better later and can get some more words cranked out onto the pages of my WIP. Wish me luck on that. Each word is another step closer to being done. <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Oh and a quick note before I go. When I post here on my own blog or on others, I tend to type up posts the way I speak not the way I write out my books. Just thought I&#8217;d point that out. The way one is written isn&#8217;t necessarily an indicator of how the other is done. I&#8217;m just funny that way. :^P WHy mention it now? The thought hit me this morning was I went about my morning blog rounds, so I thought I&#8217;d share.</p>
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<title><![CDATA[Filmes Inspirados em Jogos]]></title>
<link>http://diegomachado42.wordpress.com/2009/11/08/filmes-inspirados-em-jogos/</link>
<pubDate>Sun, 08 Nov 2009 20:09:10 +0000</pubDate>
<dc:creator>diegolomac</dc:creator>
<guid>http://diegomachado42.wordpress.com/2009/11/08/filmes-inspirados-em-jogos/</guid>
<description><![CDATA[Outro dia, eu estava navegando pela internet, quando me deparei com o trailer do filme que será lanç]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Outro dia, eu estava navegando pela internet, quando me deparei com o trailer do filme que será lançado em breve, Prince of Persia: The Sands of Time. E eu me lembrei de todas as boas horas que passei com esse jogo, os momentos de diversão com batalhas bem feitas e desafios acrobáticos. Mas então uma pergunta me veio à mente: por que todos querem transformar jogos em filmes, e por que isso nunca dá certo?</p>
<p>Veja bem, se algo funciona como um jogo, isso quer dizer que funciona como uma mídia de entretenimento eletrônico de várias horas de duração. Isso é totalmente diferente de uma mídia não-interativa de em média duas horas de duração. Quando as pessoas adaptam um jogo para um filme, elas precisam condensar os acontecimentos do jogo para o filme, sem contar o fato de que todas as cenas de batalhas e acrobacias presentes, por exemplo, no Prince of Persia, são sim muito interessantes, mas se fossem repetidas à exaustão em um filme, seriam algo extremamente cansativo, pois cairia logo na repetição. Em outras palavras, o que caracteriza o jogo não estará totalmente presente no filme. E geralmente esses filmes são feitos para os fãs dos jogos. Como esse fãs não vão ver nas telas aquilo que realmente marca o jogo, eles logo perdem o interesse. Esse padrão se repete em todos os jogos inspirados em filmes. Doom. Resident Evil. Tomb Raider (não importa se foi bem feito ou não, os fãs do jogo com certeza admitem que não lembrava tanto o jogo assim, e de qualquer forma a Lara Croft dificilmente pode virar uma personagem amável). E por aí vai.</p>
<p>Outro grande problema é a alteração da história. Acredite, o dia que eu encontrar um filme baseado em jogo que seja totalmente fiel à história original vai ser o dia em que eu vou começar a trabalhar como alvo vivo para atiradores de facas cegos. De qualquer forma, aí vai o trailer que eu vi. Tirem suas próprias conclusões:<!--more--></p>
<p><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/CCk2rcyzRps&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' /><param name='allowfullscreen' value='true' /><param name='wmode' value='transparent' /><embed src='http://www.youtube.com/v/CCk2rcyzRps&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' type='application/x-shockwave-flash' allowfullscreen='true' width='425' height='350' wmode='transparent'></embed></object></span></p>
<p>Não sei se vocês ficaram sabendo, mas também planejam lançar versões em filmes do The Sims e Spore. Agora, me digam: como diabos eles vão fazer um filme? De onde eles vão tirar uma história de dois jogos sem história?</p>
<p>Na minha opinião, a única maneira seria mudar a idéia para fazer um filme com uma premissa diferente do jogo. Por exemplo: The Sims poderia ser um filme de terror:</p>
<p><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/GbjDKXaN-Yw&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' /><param name='allowfullscreen' value='true' /><param name='wmode' value='transparent' /><embed src='http://www.youtube.com/v/GbjDKXaN-Yw&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' type='application/x-shockwave-flash' allowfullscreen='true' width='425' height='350' wmode='transparent'></embed></object></span></p>
<p>E já que tocamos no assunto &#8220;filmes de jogos sem história&#8221;, por que não expandimos a idéia? Que tal, por exemplo, &#8220;Campo Minado: o Filme&#8221;?</p>
<p><strong>Edit:</strong> Tiraram a versão com legendas do YouTube, então aqui só tem a sem legendas. Sinto muito:</p>
<p><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/LHY8NKj3RKs&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' /><param name='allowfullscreen' value='true' /><param name='wmode' value='transparent' /><embed src='http://www.youtube.com/v/LHY8NKj3RKs&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' type='application/x-shockwave-flash' allowfullscreen='true' width='425' height='350' wmode='transparent'></embed></object></span></p>
<p>Seria legal de se imaginar, sabe.</p>
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<title><![CDATA[Weekly Updates]]></title>
<link>http://spicymilktearest.wordpress.com/2009/11/08/weekly-updates/</link>
<pubDate>Sun, 08 Nov 2009 02:30:57 +0000</pubDate>
<dc:creator>CLAMP's Fan</dc:creator>
<guid>http://spicymilktearest.wordpress.com/2009/11/08/weekly-updates/</guid>
<description><![CDATA[Recommended: Mushishi Animes: Clannad TV, Kamen no Maid Guy Games: Mousehunt, SPORE Images: Magical ]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Recommended: <a href="http://spicymilktearest.wordpress.com/recommended/mushishi/" target="_self">Mushishi</a></p>
<p>Animes: <a href="http://spicymilktearest.wordpress.com/animes/clannad-tv/" target="_self">Clannad TV</a>, <a href="http://spicymilktearest.wordpress.com/animes/kamen-no-maid-guy/" target="_self">Kamen no Maid Guy</a></p>
<p>Games: <a href="http://spicymilktearest.wordpress.com/games/mousehunt/" target="_self">Mousehunt</a>, <a href="http://spicymilktearest.wordpress.com/games/spore/" target="_self">SPORE</a></p>
<p>Images: <a href="http://spicymilktearest.wordpress.com/images/magical-girl-lyrical-nanoha/" target="_self">Magical Girl Lyrical Nanoha</a>, <a href="http://spicymilktearest.wordpress.com/images/magical-girl-lyrical-nanoha-as/" target="_self">Magical Girl Lyrical Nanoha A&#8217;s</a>, <a href="http://spicymilktearest.wordpress.com/images/magical-girl-lyrical-nanoha-strikers/" target="_self">Magical Girl Lyrical Nanoha StrikerS</a>, <a href="http://spicymilktearest.wordpress.com/images/nyantype/" target="_self">Nyantype</a></p>
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<title><![CDATA[Slands Spore para Facebook é anunciado.]]></title>
<link>http://gamerbrblog.wordpress.com/2009/11/07/slands-spore-para-facebook-e-anunciado/</link>
<pubDate>Sat, 07 Nov 2009 18:54:57 +0000</pubDate>
<dc:creator>praphael</dc:creator>
<guid>http://gamerbrblog.wordpress.com/2009/11/07/slands-spore-para-facebook-e-anunciado/</guid>
<description><![CDATA[Do Gamelib: Você que adora passar seu tempo nos joguinhos do Facebook, agora vai ter mais um motivo ]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><font color="Silver" size="2" face="Tahoma">Do Gamelib:</font></p>
<p><font color="Black" size="3" face="Tahoma"></p>
<p>Você que adora passar seu tempo nos joguinhos do Facebook, agora vai ter mais um motivo para não sair da rede social. A EA anunciou o lançamento de Spore Island para a plataforma.</p>
<p>&#8221;Em Spore Islands, os jogadores podem convidar seus amigos da rede social para jogar nas suas ilhas, então criar esse game exclusivamente para o Facebook foi uma escolha natural para nós, considerando que essa é a maior e mais popular plataforma social para games&#8221; Disse Caryl Shaw, Produtora Sênior de Spore Island. &#8221;O que separa Spore Island de outros jogos sociais é sua oferta de uma interatividade social diferente, no qual a experiência de jogo é diretamente afetada pelas decisões que seus amigos fazem.&#8221; Completa Caryl. O jogo continua enquanto você não está logado, como os outros jogos do Facebook, oferecendo a sensação de continuidade do mundo.</p>
<p>Depois do anuncio de Civilization, essa notícia mostra que as grandes produtoras estão prontas para entrar de vez no mundo dos jogos sociais. A Zynga e o Mafia Wars que se cuidem.<br />
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<title><![CDATA[EA seeps into social games with Spore]]></title>
<link>http://socialgame7.wordpress.com/2009/11/06/ea-seeps-into-social-games-with-spore/</link>
<pubDate>Fri, 06 Nov 2009 17:24:53 +0000</pubDate>
<dc:creator>socialgame7</dc:creator>
<guid>http://socialgame7.wordpress.com/2009/11/06/ea-seeps-into-social-games-with-spore/</guid>
<description><![CDATA[EA launches &#8220;Spore Islands&#8221; on Facebook. Articles by: VentureBeat InfoWorld 411Mania.com]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>EA launches &#8220;Spore Islands&#8221; on Facebook. Articles by:</p>
<p><a href="http://venturebeat.com/2009/11/05/spore-launches-on-facebook-as-ea-tries-social-games-expansion/" target="_blank">VentureBeat</a></p>
<p><a href="http://www.infoworld.com/d/applications/new-spore-game-lands-facebook-236" target="_blank">InfoWorld</a></p>
<p><a href="http://www.411mania.com/games/news/121151/Spore-Islands-Details.htm" target="_blank">411Mania.com</a> (includes screenshots)</p>
<p><a href="http://www.macobserver.com/tmo/article/eas_spore_franchise_expands_to_facebook/" target="_blank">The Mac Observer</a></p>
<p><a href="http://www.destructoid.com/waste-time-with-new-spore-islands-facebook-game-154208.phtml" target="_blank">Destructoid</a></p>
<p><a href="http://www.crispygamer.com/news/index.php/2009-11-05/spore-islands-opens-on-facebook/" target="_blank">Crispy Gamer</a></p>
<p><a href="http://www.escapistmagazine.com/news/view/95948-Only-the-Strong-Survive-in-New-Spore-Facebook-Game" target="_blank">The Escapist</a></p>
<p><a href="http://www.mediapost.com/publications/?fa=Articles.showArticle&#38;art_aid=116983" target="_blank">MediaPost</a></p>
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