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	<title>A Hardy Developer&#039;s Journal - as written by indie adventure game developers &#187; Vince Twelve</title>
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	<description>indie adventure games design, development &#38; appreciation</description>
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		<title>The New Breed Chain Story (3) &#8211;  Blue Broken Telephone Story (3)</title>
		<link>http://www.hardydev.com/2010/06/03/the-new-breed-chain-story-3-blue-telephone-story-3/</link>
		<comments>http://www.hardydev.com/2010/06/03/the-new-breed-chain-story-3-blue-telephone-story-3/#comments</comments>
		<pubDate>Thu, 03 Jun 2010 16:37:51 +0000</pubDate>
		<dc:creator>Vince Twelve</dc:creator>
				<category><![CDATA[other]]></category>
		<category><![CDATA[a twist]]></category>
		<category><![CDATA[AGS community stories]]></category>
		<category><![CDATA[Blue]]></category>
		<category><![CDATA[blue skin]]></category>
		<category><![CDATA[Chain Story]]></category>
		<category><![CDATA[evil twin]]></category>
		<category><![CDATA[IFFSDASODIA]]></category>
		<category><![CDATA[illegaly naked]]></category>
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		<category><![CDATA[Telephone Story]]></category>
		<category><![CDATA[The New Breed]]></category>
		<category><![CDATA[University of Kempsley]]></category>
		<category><![CDATA[winning story]]></category>

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		<description><![CDATA[Starting Sentence Totally, completely, deliciously, and no doubt illegally naked, Tanya knew her clothes had to be in her car, but she had no idea where she’d left the damned thing. (more pictures &#38; sext text&#8230;)]]></description>
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		<title>Adventures in Interfacing Part II: Interfacing the Adventure</title>
		<link>http://www.hardydev.com/2010/02/13/adventures-in-interfacing-part-ii-interfacing-the-adventure/</link>
		<comments>http://www.hardydev.com/2010/02/13/adventures-in-interfacing-part-ii-interfacing-the-adventure/#comments</comments>
		<pubDate>Sat, 13 Feb 2010 15:15:41 +0000</pubDate>
		<dc:creator>Vince Twelve</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games & Game Design]]></category>
		<category><![CDATA[Adventure Game Studio]]></category>
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		<category><![CDATA[Anna]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[interface]]></category>
		<category><![CDATA[long time memory]]></category>
		<category><![CDATA[Resonance]]></category>
		<category><![CDATA[short time memory]]></category>
		<category><![CDATA[Vince Twelve]]></category>
		<category><![CDATA[What Linus Bruckman Sees When His Eyes Are Closed]]></category>
		<category><![CDATA[xiigames]]></category>

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		<description><![CDATA[Welcome back! Last time I bitched about old-school adventure game interfaces and tried to convince people to throw them out the window. Today I&#8217;m going to give an example of how I futzed around with the interface of my game, Resonance, adding a layer of potential complexity to the puzzles while keeping the interface simple, [...]]]></description>
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		<title>Adventures in Interfacing Part I: Should the Interface be the Adventure?</title>
		<link>http://www.hardydev.com/2010/01/26/adventures-in-interfacing-part-i-should-the-interface-be-the-adventure/</link>
		<comments>http://www.hardydev.com/2010/01/26/adventures-in-interfacing-part-i-should-the-interface-be-the-adventure/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 19:11:12 +0000</pubDate>
		<dc:creator>Vince Twelve</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games & Game Design]]></category>
		<category><![CDATA[Adventure Game Studio]]></category>
		<category><![CDATA[AGS]]></category>
		<category><![CDATA[Anna]]></category>
		<category><![CDATA[Erin Robinson]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[interface]]></category>
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		<category><![CDATA[Vince Twelve]]></category>
		<category><![CDATA[What Linus Bruckman Sees When His Eyes Are Closed]]></category>
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		<description><![CDATA[Interfaces are important.  I love interfaces.  Forming an intuitive and fluid language that is used by the player to communicate with the game, and a way for the game to communicate back is fun.  But adventure games, even the commercial titles, rarely get much interface love.  Games in the genre tend to stick to one [...]]]></description>
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