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	<title>A Hardy Developer&#039;s Journal - as written by indie adventure game developers &#187; What Linus Bruckman Sees When His Eyes Are Closed</title>
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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>
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		<category><![CDATA[Games & Game Design]]></category>
		<category><![CDATA[Adventure Game Studio]]></category>
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		<category><![CDATA[Anna]]></category>
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		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[interface]]></category>
		<category><![CDATA[long time memory]]></category>
		<category><![CDATA[Resonance]]></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[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>
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		<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>
		<category><![CDATA[Resonance]]></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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