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	<title>Ludomus.com</title>
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	<pubDate>Mon, 19 Jan 2009 07:42:39 +0000</pubDate>
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		<title>Roots: What we can learn from a traditional Pen &#038; Paper RPG</title>
		<link>http://ludomus.com/roots-what-we-can-learn-from-a-traditional-pen-paper-rpg/</link>
		<comments>http://ludomus.com/roots-what-we-can-learn-from-a-traditional-pen-paper-rpg/#comments</comments>
		<pubDate>Mon, 19 Jan 2009 07:39:45 +0000</pubDate>
		<dc:creator>DanB</dc:creator>
		
		<category><![CDATA[Feature]]></category>

		<category><![CDATA[character design]]></category>

		<category><![CDATA[game design]]></category>

		<category><![CDATA[palladium]]></category>

		<category><![CDATA[pen & paper]]></category>

		<category><![CDATA[RIFTS]]></category>

		<category><![CDATA[RPG]]></category>

		<category><![CDATA[world design]]></category>

		<guid isPermaLink="false">http://ludomus.com/?p=59</guid>
		<description><![CDATA[I. Introduction
Over the weekend I was able to take part in a Palladium RIFTS campaign.  With no previous experience with any Palladium product, I was excited to get the chance to check out some new mechanics and systems.  For those of you who are unaware, RIFTS is a multi-genre system with an absolutely [...]]]></description>
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		<title>Breakdown: Morrowind</title>
		<link>http://ludomus.com/breakdown-morrowind/</link>
		<comments>http://ludomus.com/breakdown-morrowind/#comments</comments>
		<pubDate>Sat, 10 Jan 2009 19:05:32 +0000</pubDate>
		<dc:creator>DanB</dc:creator>
		
		<category><![CDATA[Feature]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[breakdown]]></category>

		<category><![CDATA[Elder Scrolls]]></category>

		<category><![CDATA[game design]]></category>

		<category><![CDATA[Morrowind]]></category>

		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://ludomus.com/?p=14</guid>
		<description><![CDATA[Before I begin a breakdown of this game, I would like to give a little background.  Morrowind was one of the first games I truly obsessed over.  I upgraded my computer solely to play Morrowind.  I played it so much when I was sick with the stomach flu that it gave me motion sickness.  To [...]]]></description>
		<wfw:commentRss>http://ludomus.com/breakdown-morrowind/feed/</wfw:commentRss>
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		<item>
		<title>Dwarf Fortress II: Histories of Progress and Pandemonium</title>
		<link>http://ludomus.com/dwarf-fortress-ii-histories-of-progress-and-pandemonium/</link>
		<comments>http://ludomus.com/dwarf-fortress-ii-histories-of-progress-and-pandemonium/#comments</comments>
		<pubDate>Wed, 07 Jan 2009 07:47:58 +0000</pubDate>
		<dc:creator>DanB</dc:creator>
		
		<category><![CDATA[Feature]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[Dwarf Fortress]]></category>

		<category><![CDATA[game design]]></category>

		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://ludomus.com/?p=17</guid>
		<description><![CDATA[What do you get if you combine Dungeon Keeper, Civilization, the Sims, and the battle of Helmsdeep?  Dwarf Fortress II by Bay 12 games.
DF (as I will refer to it for the rest of this article) is, in the most basic terms, a dwarven colony simulator.  The premise is simple: create a group of settlers, [...]]]></description>
		<wfw:commentRss>http://ludomus.com/dwarf-fortress-ii-histories-of-progress-and-pandemonium/feed/</wfw:commentRss>
		</item>
		<item>
		<title>We need more Patapon</title>
		<link>http://ludomus.com/we-need-more-patapon/</link>
		<comments>http://ludomus.com/we-need-more-patapon/#comments</comments>
		<pubDate>Sat, 15 Mar 2008 09:32:57 +0000</pubDate>
		<dc:creator>DanB</dc:creator>
		
		<category><![CDATA[Feature]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[game design]]></category>

		<category><![CDATA[Patapon]]></category>

		<category><![CDATA[Puzzle Quest]]></category>

		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://ludomus.com/we-need-more-patapon/</guid>
		<description><![CDATA[Anyone with a PSP owes it to themselves to go out get Patapon now.
Why such a strong recommendation?  Simple, because Patapon is both one of the best games on the PSP and one of the most original (and well designed) games I&#8217;ve played in a very long time.  For the unaware, Patapon is [...]]]></description>
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		<item>
		<title>One Console Future: Part II, Future</title>
		<link>http://ludomus.com/one-console-future-part-ii-future/</link>
		<comments>http://ludomus.com/one-console-future-part-ii-future/#comments</comments>
		<pubDate>Sat, 05 Jan 2008 10:12:28 +0000</pubDate>
		<dc:creator>DanB</dc:creator>
		
		<category><![CDATA[Feature]]></category>

		<guid isPermaLink="false">http://ludomus.com/one-console-future-part-ii-future/</guid>
		<description><![CDATA[
In Part I, we looked at the past history of the gaming industry.  This brief look showed that the industry, disregarding a single slump, is following a standard industry lifecycle.  In this article, business theory and principle will be used to look at the information presented and try to analyze any possible trends [...]]]></description>
		<wfw:commentRss>http://ludomus.com/one-console-future-part-ii-future/feed/</wfw:commentRss>
		</item>
		<item>
		<title>One Console Future:  Part I, History</title>
		<link>http://ludomus.com/one-console-future-part-i-history/</link>
		<comments>http://ludomus.com/one-console-future-part-i-history/#comments</comments>
		<pubDate>Mon, 05 Nov 2007 12:34:36 +0000</pubDate>
		<dc:creator>DanB</dc:creator>
		
		<category><![CDATA[Feature]]></category>

		<guid isPermaLink="false">http://ludomus.com/one-console-future-part-i-history/</guid>
		<description><![CDATA[The concept of a single console video game market is very intriguing.  While the positives and negatives of this hypothetical situation (which will be discussed in Part II) are very interesting, for now I would like to look at what the history of the video game industry and a knowledge of business and marketing [...]]]></description>
		<wfw:commentRss>http://ludomus.com/one-console-future-part-i-history/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Sound in Games&#8230;Why the Neglect?</title>
		<link>http://ludomus.com/sound-in-gameswhy-the-neglect/</link>
		<comments>http://ludomus.com/sound-in-gameswhy-the-neglect/#comments</comments>
		<pubDate>Thu, 18 Oct 2007 11:00:55 +0000</pubDate>
		<dc:creator>DanB</dc:creator>
		
		<category><![CDATA[Feature]]></category>

		<guid isPermaLink="false">http://ludomus.com/sound-in-gameswhy-the-neglect/</guid>
		<description><![CDATA[Sound design in games is usually given no more attention than a bullet point at the end of a review.  Often, this bullet point incorrectly labeled as sound mainly focuses on the music of the game.  While a good soundtrack (as well as graphics, gameplay, etc) will be applauded, the actual sounds of [...]]]></description>
		<wfw:commentRss>http://ludomus.com/sound-in-gameswhy-the-neglect/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Stunning Victory…An Economics Approach to Game Design (Part II)</title>
		<link>http://ludomus.com/stunning-victory%e2%80%a6an-economics-approach-to-game-design-part-ii/</link>
		<comments>http://ludomus.com/stunning-victory%e2%80%a6an-economics-approach-to-game-design-part-ii/#comments</comments>
		<pubDate>Sat, 06 Oct 2007 09:38:11 +0000</pubDate>
		<dc:creator>DanB</dc:creator>
		
		<category><![CDATA[Feature]]></category>

		<guid isPermaLink="false">http://ludomus.com/?p=10</guid>
		<description><![CDATA[In Part I, we discussed how the economic concept of utility can be applied to create a game that provides utility (fun) to the consumer (player). Just as a brief review, utility exists when the product has some value to the consumer. In the case of games, utility comes from the series of events within [...]]]></description>
		<wfw:commentRss>http://ludomus.com/stunning-victory%e2%80%a6an-economics-approach-to-game-design-part-ii/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Breakdown: Shadow of the Colossus</title>
		<link>http://ludomus.com/breakdown-shadow-of-the-colossus/</link>
		<comments>http://ludomus.com/breakdown-shadow-of-the-colossus/#comments</comments>
		<pubDate>Sun, 30 Sep 2007 10:19:15 +0000</pubDate>
		<dc:creator>DanB</dc:creator>
		
		<category><![CDATA[Games]]></category>

		<category><![CDATA[breakdown]]></category>

		<category><![CDATA[shadow of the colossus]]></category>

		<guid isPermaLink="false">http://ludomus.com/?p=6</guid>
		<description><![CDATA[I. Premise
There aren&#8217;t many games that compare to Shadow of the Colossus.  This game comes at players offering utility in a way few other games have.  Many games try to create utility by modifying a traditional mechanic of gameplay.  For example, the recent Prince of Persia games tried to modify the action-adventure formula [...]]]></description>
		<wfw:commentRss>http://ludomus.com/breakdown-shadow-of-the-colossus/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Stunning Victory&#8230;An Economics Approach to Game Design (Part I)</title>
		<link>http://ludomus.com/stunning-victoryan-economics-approach-to-game-design-part-i/</link>
		<comments>http://ludomus.com/stunning-victoryan-economics-approach-to-game-design-part-i/#comments</comments>
		<pubDate>Wed, 26 Sep 2007 08:23:26 +0000</pubDate>
		<dc:creator>DanB</dc:creator>
		
		<category><![CDATA[Feature]]></category>

		<guid isPermaLink="false">http://ludomus.com/?p=9</guid>
		<description><![CDATA[I have always been intrigued by the intangibles in gaming. How can a few pixels on a relatively small screen give us such an adrenaline rush or feeling of tension? How can a few little lights signify the difference between life and death and actually make us feel like this digital dimension matters? It&#8217;s all [...]]]></description>
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