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	<title>Comments on: Game Elements &amp; Layers</title>
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	<link>http://grandtextauto.org/2007/04/01/game-elements-layers/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>By: breslin</title>
		<link>http://grandtextauto.org/2007/04/01/game-elements-layers/comment-page-1/#comment-114509</link>
		<dc:creator>breslin</dc:creator>
		<pubDate>Tue, 03 Apr 2007 02:40:55 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1481#comment-114509</guid>
		<description>If we were in the movie &quot;Dead Poets Society,&quot; this would be the part we&#039;d be tearing out of the book. :)

Perhaps the saving grace of naive structuralist aesthetics is that it can provide a plan for teaching games how to write themselves. Not exactly this article, of course, but the primitive and simplistic level of thought it manifests. Of course it&#039;s a terrible way of describing art for other humans, but it&#039;s a fine level of thinking if you&#039;re trying to communicate art to a machine.

For instance, no literary critic in possession of either cranial hemisphere would evaluate the 20th-Century novel in terms of naive Aristotelian categories. But by contrast, automatic production of Aristotelian narrative is the very cutting edge of automated drama management. -- Which is great. After all, who wants the job of teaching the machine *true* postmodern sensibility?

(Although granted some postmodern forms of linguistic art are easier to fake than their modern and classical counterparts, specifically (and not by accident) the self-generating and self-justifying ex nihil ones which don&#039;t really have modern and classical counterparts. Which is fair enough: there is indeed an art to putting the cart before the horse. But I digress....)</description>
		<content:encoded><![CDATA[<p>If we were in the movie &#8220;Dead Poets Society,&#8221; this would be the part we&#8217;d be tearing out of the book. :)</p>
<p>Perhaps the saving grace of naive structuralist aesthetics is that it can provide a plan for teaching games how to write themselves. Not exactly this article, of course, but the primitive and simplistic level of thought it manifests. Of course it&#8217;s a terrible way of describing art for other humans, but it&#8217;s a fine level of thinking if you&#8217;re trying to communicate art to a machine.</p>
<p>For instance, no literary critic in possession of either cranial hemisphere would evaluate the 20th-Century novel in terms of naive Aristotelian categories. But by contrast, automatic production of Aristotelian narrative is the very cutting edge of automated drama management. &#8212; Which is great. After all, who wants the job of teaching the machine *true* postmodern sensibility?</p>
<p>(Although granted some postmodern forms of linguistic art are easier to fake than their modern and classical counterparts, specifically (and not by accident) the self-generating and self-justifying ex nihil ones which don&#8217;t really have modern and classical counterparts. Which is fair enough: there is indeed an art to putting the cart before the horse. But I digress&#8230;.)</p>
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		<title>By: josh g.</title>
		<link>http://grandtextauto.org/2007/04/01/game-elements-layers/comment-page-1/#comment-114496</link>
		<dc:creator>josh g.</dc:creator>
		<pubDate>Mon, 02 Apr 2007 19:06:15 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1481#comment-114496</guid>
		<description>I had trouble seeing what these diagrams could reveal as an analysis tool, as the layers model doesn&#039;t seem to map directly to how these elements interact.  However, it does seem like a good method of creating a concise summary of a game design&#039;s elements on multiple levels; ie. it&#039;s a good &quot;design inventory&quot;.  In this use, the layers can serve as a clear visual categorization rather than being about strictly diagramming interactions.

Also, I&#039;ve got to say that the abbreviations were a bit of a headache to read.  The diagram would have been self-explanatory if it simply had the full words on the left.</description>
		<content:encoded><![CDATA[<p>I had trouble seeing what these diagrams could reveal as an analysis tool, as the layers model doesn&#8217;t seem to map directly to how these elements interact.  However, it does seem like a good method of creating a concise summary of a game design&#8217;s elements on multiple levels; ie. it&#8217;s a good &#8220;design inventory&#8221;.  In this use, the layers can serve as a clear visual categorization rather than being about strictly diagramming interactions.</p>
<p>Also, I&#8217;ve got to say that the abbreviations were a bit of a headache to read.  The diagram would have been self-explanatory if it simply had the full words on the left.</p>
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