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	<title>Arcade Berg &#187; meta games</title>
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	<link>http://arcadeberg.com</link>
	<description>aka. &#34;Learning Game Design with Arcade Berg&#34;</description>
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		<title>THE Game</title>
		<link>http://arcadeberg.com/causerie/the-game/</link>
		<comments>http://arcadeberg.com/causerie/the-game/#comments</comments>
		<pubDate>Fri, 22 Jan 2010 22:42:48 +0000</pubDate>
		<dc:creator>Arcade</dc:creator>
				<category><![CDATA[Causerie]]></category>
		<category><![CDATA[casual games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[Game specific]]></category>
		<category><![CDATA[good design]]></category>
		<category><![CDATA[meta games]]></category>
		<category><![CDATA[the game]]></category>

		<guid isPermaLink="false">http://arcadeberg.com/?p=980</guid>
		<description><![CDATA[I lose! Congratulations. You are now playing the game (if you weren't already). The Game is very simple. You are always playing the game. Every time you think about The Game, you lose. Loss of The Game must be announced. And now for some copy/paste from Wikipedia so I don't have to type in the [...]]]></description>
			<content:encoded><![CDATA[<p>I lose!</p>
<blockquote><p><strong>Congratulations. You are now playing the game (if you weren't already).</strong></p>
<p><strong>The Game is very simple.</strong></p>
<ol>
<li><strong>You are always playing the game.</strong></li>
<li><strong>Every time you think about The Game, you lose.</strong></li>
<li><strong>Loss of The Game must be announced.</strong></li>
</ol>
</blockquote>
<p>And now for some copy/paste from Wikipedia so I don't have to type in the same thing:</p>
<blockquote><p>The Game is an ongoing game, the objective of which is to avoid thinking about The Game itself. Thinking about The Game constitutes a loss, which, according to the rules of The Game, must be announced each time it occurs. How to win The Game is not defined in the rules; players can only attempt to avoid losing for as long as possible. The Game has been described alternately as pointless and infuriating, or as a challenging game that is fun to play.</p>
<p>[...]</p>
<p>Some players allow a grace period of 30 seconds to half an hour after someone has lost, during which a player cannot lose The Game again, or is not obliged to announce a loss[1] This is done in order to prevent a perpetual loss of the game.</p>
<p style="text-align: right;">- <a href="http://en.wikipedia.org/wiki/The_Game_(mind_game)">http://en.wikipedia.org/wiki/The_Game_(mind_game)</a> (22/1/2010)</p>
</blockquote>
<p>I honestly, as a game designer, think that The Game is brilliant. I've been "playing" it for years and losses can take anything from a few hours to several months to occur. The clever thing is that really, once invited you can't not play, except that you can refuse to announce your loss. But this is just like the Polar Bear trick:</p>
<p><strong>- Don't think about Polar Bears.</strong></p>
<p>Now you're thinking about Polar Bears!</p>
<p>Even the people who refuse to partake in the game and hence don't announce their loss, when they actually DO think about the game, they also think "I lose".</p>
<p>One could argue that the whole thing is stupid, and maybe it is, but there's actually some things to study and learn from here. There are three easy rules, it spreads like the plague, never ends and you're constantly playing.</p>
<p>Sorry, but you're playing.</p>
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		<title>David Jaffe speaks my mind</title>
		<link>http://arcadeberg.com/misc/david-jaffe-speaks-my-mind/</link>
		<comments>http://arcadeberg.com/misc/david-jaffe-speaks-my-mind/#comments</comments>
		<pubDate>Sat, 16 Jan 2010 22:55:06 +0000</pubDate>
		<dc:creator>Arcade</dc:creator>
				<category><![CDATA[Misc.]]></category>
		<category><![CDATA[web]]></category>
		<category><![CDATA[david jaffe]]></category>
		<category><![CDATA[meta games]]></category>
		<category><![CDATA[youtube]]></category>

		<guid isPermaLink="false">http://arcadeberg.com/?p=975</guid>
		<description><![CDATA[David Jaffe, designer for games like Twisted Metal, God of War and Calling All Cars, one of the designers I respect the most out there has his blog on davidjaffe.biz (which leads to http://criminalcrackdown.blogspot.com/, 16/1/2010) and a few days ago he posted a video (he does a lot of video-blogging) about stats, leveling up and [...]]]></description>
			<content:encoded><![CDATA[<p>David Jaffe, designer for games like Twisted Metal, God of War and Calling All Cars, one of the designers I respect the most out there has his blog on <a href="http://davidjaffe.biz">davidjaffe.biz</a> (which leads to <a href="http://criminalcrackdown.blogspot.com/">http://criminalcrackdown.blogspot.com/</a>, 16/1/2010) and a few days ago he posted a video (he does a lot of video-blogging) about stats, leveling up and achievements in online-games and it really felt like he spoke my mind!</p>
<p>I completely agree with the man about how it's weird that the "meta game" of the stats seems to be more important than the core game or core gameplay. For me, that's just fudged up.</p>
<p>Anyway, since I agree with him I thought I'd embed the video here as well.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://www.youtube.com/v/P9rtEfKO8Xw&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;hl=en_US&amp;feature=player_embedded&amp;fs=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/P9rtEfKO8Xw&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;hl=en_US&amp;feature=player_embedded&amp;fs=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Direct URL: <a href="http://www.youtube.com/watch?v=P9rtEfKO8Xw">http://www.youtube.com/watch?v=P9rtEfKO8Xw</a></p>
<p>Time to go to bed. G'night people.</p>
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