<?xml version="1.0" encoding="utf-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Storygaming</title>
	<atom:link href="http://grandtextauto.org/2008/05/30/storygaming/feed/" rel="self" type="application/rss+xml" />
	<link>http://grandtextauto.org/2008/05/30/storygaming/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
	<lastBuildDate>Wed, 13 Jan 2010 15:44:40 -0800</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.5</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Zone of Influence &#187; Games That Matter</title>
		<link>http://grandtextauto.org/2008/05/30/storygaming/comment-page-1/#comment-260681</link>
		<dc:creator>Zone of Influence &#187; Games That Matter</dc:creator>
		<pubDate>Sat, 31 May 2008 01:02:04 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/05/30/storygaming/#comment-260681</guid>
		<description>[...] Via GrandTextAuto. [...]</description>
		<content:encoded><![CDATA[<p>[...] Via GrandTextAuto. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Patrick</title>
		<link>http://grandtextauto.org/2008/05/30/storygaming/comment-page-1/#comment-260654</link>
		<dc:creator>Patrick</dc:creator>
		<pubDate>Sat, 31 May 2008 00:14:29 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/05/30/storygaming/#comment-260654</guid>
		<description>I would argue that you have to take into account multiple dimensions of time. Text is one dimensional, visual art is two dimensional, film is three dimensional (including time), as is Tetris (two spatial dimensions over time, like film). D&amp;D wargames are four dimensional, two spatial dimensions, two temporal/causal dimensions (time and probability). A five dimensional game would be resonant of what he&#039;s describing, three spatial dimensions and the above two. A robust content-creation engine that builds scenes dynamically based on player metrics would be six dimensional, three spatial, time, probability and the variation in what is explored. The design space of such engines would be seven dimensional, where you&#039;ve got a lineation of complexity, and reality in it&#039;s transcendtal whatever would be 8++ dimensional. 

I recommend &quot;Prometheus Rising&quot; by RAW, or just Google &quot;8-Circuit Model&quot; to see where I&#039;m coming from here.</description>
		<content:encoded><![CDATA[<p>I would argue that you have to take into account multiple dimensions of time. Text is one dimensional, visual art is two dimensional, film is three dimensional (including time), as is Tetris (two spatial dimensions over time, like film). D&amp;D wargames are four dimensional, two spatial dimensions, two temporal/causal dimensions (time and probability). A five dimensional game would be resonant of what he&#8217;s describing, three spatial dimensions and the above two. A robust content-creation engine that builds scenes dynamically based on player metrics would be six dimensional, three spatial, time, probability and the variation in what is explored. The design space of such engines would be seven dimensional, where you&#8217;ve got a lineation of complexity, and reality in it&#8217;s transcendtal whatever would be 8++ dimensional. </p>
<p>I recommend &#8220;Prometheus Rising&#8221; by RAW, or just Google &#8220;8-Circuit Model&#8221; to see where I&#8217;m coming from here.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
