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	<title>Comments for Alternative Games</title>
	<link>http://alt-games.com</link>
	<description>contrarian game culture</description>
	<pubDate>Sun, 26 May 2013 03:57:56 +0000</pubDate>
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		<title>Comment on Truly Tasteless Games: The Turds by Aggravated Gamers Podcast &#187; Blog Archive &#187; Poop Games From Codemasters</title>
		<link>http://alt-games.com/2006/06/06/truly-tasteless-games-the-turds/#comment-16</link>
		<pubDate>Wed, 07 Jun 2006 19:59:54 +0000</pubDate>
		<guid>http://alt-games.com/2006/06/06/truly-tasteless-games-the-turds/#comment-16</guid>
					<description>[...] From the makers of Prisoner of War and Colin McRae Rally comes Donkey Pongo and the Adventures of Rimdiana Jones, a game based on the &amp;#8220;popular&amp;#8221; UK franchise, the Turds.read more&amp;#160;&amp;#124;&amp;#160;digg story     Posted by sado Filed in General [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] From the makers of Prisoner of War and Colin McRae Rally comes Donkey Pongo and the Adventures of Rimdiana Jones, a game based on the &#8220;popular&#8221; UK franchise, the Turds.read more&nbsp;|&nbsp;digg story     Posted by sado Filed in General [&#8230;]
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		<title>Comment on Designing with Restraints by Laurie</title>
		<link>http://alt-games.com/2006/06/01/designing-with-restraints/#comment-14</link>
		<pubDate>Thu, 01 Jun 2006 23:08:25 +0000</pubDate>
		<guid>http://alt-games.com/2006/06/01/designing-with-restraints/#comment-14</guid>
					<description>For an example of a one-switch game (using one mechanism or switch for game play) see &lt;a href=&quot;http://www.michi.nu/alice/index.php&quot; rel=&quot;nofollow&quot;&gt;Alice Amazed.&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>For an example of a one-switch game (using one mechanism or switch for game play) see <a href="http://www.michi.nu/alice/index.php" rel="nofollow">Alice Amazed.</a>
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		<title>Comment on Classic Alt-Gaming: Not Pr0n by Jason</title>
		<link>http://alt-games.com/2006/05/30/classic-alt-gaming-not-pr0n/#comment-13</link>
		<pubDate>Wed, 31 May 2006 18:09:59 +0000</pubDate>
		<guid>http://alt-games.com/2006/05/30/classic-alt-gaming-not-pr0n/#comment-13</guid>
					<description>Completely forgot why I posted a reply: to let you in on The Stone. A crazy Aunt bought me one of the physical stones that accompanies the game a few years ago. The markings on it are unique and pair you with another player (who may be on the opposite side of the globe) for help solving the numerous puzzles. Unfortunately, when I contacted my partner, he informed me that he no longer plays the game and couldn't provide help on anything but the most basic riddles. Haven't been to the site in a while, but I believe you can register a psuedo-stone for free, so you don't have to go through the trouble of finding a store that still carries them. 

http://www.thestone.com/</description>
		<content:encoded><![CDATA[<p>Completely forgot why I posted a reply: to let you in on The Stone. A crazy Aunt bought me one of the physical stones that accompanies the game a few years ago. The markings on it are unique and pair you with another player (who may be on the opposite side of the globe) for help solving the numerous puzzles. Unfortunately, when I contacted my partner, he informed me that he no longer plays the game and couldn&#8217;t provide help on anything but the most basic riddles. Haven&#8217;t been to the site in a while, but I believe you can register a psuedo-stone for free, so you don&#8217;t have to go through the trouble of finding a store that still carries them. </p>
<p><a href='http://www.thestone.com/' rel='nofollow'>http://www.thestone.com/</a>
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		<title>Comment on Classic Alt-Gaming: Not Pr0n by Jason</title>
		<link>http://alt-games.com/2006/05/30/classic-alt-gaming-not-pr0n/#comment-12</link>
		<pubDate>Wed, 31 May 2006 16:07:30 +0000</pubDate>
		<guid>http://alt-games.com/2006/05/30/classic-alt-gaming-not-pr0n/#comment-12</guid>
					<description>Never played the two linked, but I spent way too many hours on NotPr0n. I think I made it to level 30 or 35, then gave up. What level did you guys make it to?</description>
		<content:encoded><![CDATA[<p>Never played the two linked, but I spent way too many hours on NotPr0n. I think I made it to level 30 or 35, then gave up. What level did you guys make it to?
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		<title>Comment on Learning Games by shawn</title>
		<link>http://alt-games.com/2006/05/30/learning-games/#comment-11</link>
		<pubDate>Wed, 31 May 2006 15:02:35 +0000</pubDate>
		<guid>http://alt-games.com/2006/05/30/learning-games/#comment-11</guid>
					<description>At E3 I stopped by a booth in Kentia where this guy was showing off game dev software designed for 5-9 year-olds. The idea was to give them some simple drag, drop, configure tools to play with game design (which is the same concept behind Game Maker, used in the Games 4 Girls comp). I wholeheartedly agree that these kinds of educational programming projects and accessible game design environments enhance education in many ways.</description>
		<content:encoded><![CDATA[<p>At E3 I stopped by a booth in Kentia where this guy was showing off game dev software designed for 5-9 year-olds. The idea was to give them some simple drag, drop, configure tools to play with game design (which is the same concept behind Game Maker, used in the Games 4 Girls comp). I wholeheartedly agree that these kinds of educational programming projects and accessible game design environments enhance education in many ways.
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		<title>Comment on Classic Alt-Gaming: Not Pr0n by shawn</title>
		<link>http://alt-games.com/2006/05/30/classic-alt-gaming-not-pr0n/#comment-10</link>
		<pubDate>Wed, 31 May 2006 03:39:03 +0000</pubDate>
		<guid>http://alt-games.com/2006/05/30/classic-alt-gaming-not-pr0n/#comment-10</guid>
					<description>I remember Somnium Orbis-- totally enigmatic. And it strikes a nice counterpoint to the epic length of some of these. Your link, as well as Not Pr0n, makes me think of &lt;a href=&quot;http://www.99rooms.com/&quot; rel=&quot;nofollow&quot;&gt;99 Rooms&lt;/a&gt;, another point-and-click Flash game chock-full of ambiance.</description>
		<content:encoded><![CDATA[<p>I remember Somnium Orbis&#8211; totally enigmatic. And it strikes a nice counterpoint to the epic length of some of these. Your link, as well as Not Pr0n, makes me think of <a href="http://www.99rooms.com/" rel="nofollow">99 Rooms</a>, another point-and-click Flash game chock-full of ambiance.
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		<title>Comment on Games 4 Girls Winners Online (Boys can play, too.) by Learning Games at Alternative Games</title>
		<link>http://alt-games.com/2006/05/22/games-4-girls-winners-online-boys-can-play-too/#comment-9</link>
		<pubDate>Wed, 31 May 2006 00:37:05 +0000</pubDate>
		<guid>http://alt-games.com/2006/05/22/games-4-girls-winners-online-boys-can-play-too/#comment-9</guid>
					<description>[...] In addition to mainstream games and indy games, like the games designed by girls, a number of designing tools, including new ways to learn programming are in production. Many are aimed at interesting atypical programmers. Projects like Mary Flanagan&amp;#8217;s Rapunsel Project, which aims to build a software environment to teach programming concepts to kids. Similarly, Carnegie Mellon University&amp;#8217;s Alice Project aims &amp;#8220;to provide the best possible first exposure to programming for students ranging from middle schoolers to college students.&amp;#8221; Alice seems to be doing quite well, especially with one textbook already out and another set to come out later this year. [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] In addition to mainstream games and indy games, like the games designed by girls, a number of designing tools, including new ways to learn programming are in production. Many are aimed at interesting atypical programmers. Projects like Mary Flanagan&#8217;s Rapunsel Project, which aims to build a software environment to teach programming concepts to kids. Similarly, Carnegie Mellon University&#8217;s Alice Project aims &#8220;to provide the best possible first exposure to programming for students ranging from middle schoolers to college students.&#8221; Alice seems to be doing quite well, especially with one textbook already out and another set to come out later this year. [&#8230;]
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		<title>Comment on Classic Alt-Gaming: Not Pr0n by Laurie Taylor</title>
		<link>http://alt-games.com/2006/05/30/classic-alt-gaming-not-pr0n/#comment-8</link>
		<pubDate>Tue, 30 May 2006 23:22:51 +0000</pubDate>
		<guid>http://alt-games.com/2006/05/30/classic-alt-gaming-not-pr0n/#comment-8</guid>
					<description>This is a really neat project and I wasn't aware of it before. It seesm like a precursor to many ARG games and to experimental games like &lt;a href=&quot;http://somniumorbis.com/orbis.html&quot; rel=&quot;nofollow&quot;&gt;this one.&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>This is a really neat project and I wasn&#8217;t aware of it before. It seesm like a precursor to many ARG games and to experimental games like <a href="http://somniumorbis.com/orbis.html" rel="nofollow">this one.</a>
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		<title>Comment on Arcadia: An Alt-Games Classic by shawn rider dot com / Creating a Culture of Research</title>
		<link>http://alt-games.com/2006/05/22/arcadia-an-alt-games-classic/#comment-6</link>
		<pubDate>Mon, 22 May 2006 15:14:56 +0000</pubDate>
		<guid>http://alt-games.com/2006/05/22/arcadia-an-alt-games-classic/#comment-6</guid>
					<description>[...] Eric Zimmerman and Peter Lee have an independent game dev company callled Gamelab. I was just revisiting their site to write a quick post on Alternative Games about Arcadia (which I highly recommend), and I came across this short piece about Design Research. I am really impressed with some of the points Zimmerman and Lee make about how they&amp;#8217;ve set up their small development group to be a powerhouse, research-driven producer. A look at their portfolio shows clearly that they are doing something &amp;#8220;right&amp;#8221; here, and after reading the essay quoted above. I think managers, team leaders, and anyone working in group situations can take a lot away from the Gamelab example. [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Eric Zimmerman and Peter Lee have an independent game dev company callled Gamelab. I was just revisiting their site to write a quick post on Alternative Games about Arcadia (which I highly recommend), and I came across this short piece about Design Research. I am really impressed with some of the points Zimmerman and Lee make about how they&#8217;ve set up their small development group to be a powerhouse, research-driven producer. A look at their portfolio shows clearly that they are doing something &#8220;right&#8221; here, and after reading the essay quoted above. I think managers, team leaders, and anyone working in group situations can take a lot away from the Gamelab example. [&#8230;]
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		<title>Comment on Review: Super Columbine Massacre RPG by Sarah</title>
		<link>http://alt-games.com/2006/05/20/review-super-columbine-massacre-rpg/#comment-5</link>
		<pubDate>Mon, 22 May 2006 03:46:51 +0000</pubDate>
		<guid>http://alt-games.com/2006/05/20/review-super-columbine-massacre-rpg/#comment-5</guid>
					<description>Danny Ledonne is my friend, and I have seen his game played, and the horrible feeling you get everytime you decide to shoot a classmate. The thought that you have to shoot the losers, jocks, popular girls, annoying girls is just a boost into the reality that is certianly in our minds. I know that Danny is just trying to point out that we are all heartless. We will kill and torment and lose, and play again. Secretly we were all thinking of someone in highschool that we were shooting. SCM creates a release of anger, even if its merely subconsious. Its not a glorification of murder, but a hurtful insight that we are all murderers. Thank you Danny for actually doing something about this subconsious thought. We will no longer be fake about our kindness. Sarah E. Gylling</description>
		<content:encoded><![CDATA[<p>Danny Ledonne is my friend, and I have seen his game played, and the horrible feeling you get everytime you decide to shoot a classmate. The thought that you have to shoot the losers, jocks, popular girls, annoying girls is just a boost into the reality that is certianly in our minds. I know that Danny is just trying to point out that we are all heartless. We will kill and torment and lose, and play again. Secretly we were all thinking of someone in highschool that we were shooting. SCM creates a release of anger, even if its merely subconsious. Its not a glorification of murder, but a hurtful insight that we are all murderers. Thank you Danny for actually doing something about this subconsious thought. We will no longer be fake about our kindness. Sarah E. Gylling
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