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	<title>New Rule</title>
	<link>http://www.davidmcdonough.net</link>
	<description>David McDonough - Game design and theory, game projects, and the state of the games industry.</description>
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		<title>Game Design #44: Flight Risk</title>
		<description><![CDATA[Introduction: In this speedy game of international globetrotting, players race around the planet to be the first the visit the hottest ten destinations and make it back home without running out of money or into trouble. Players: 3-5 Materials: One six-sided die per player, plus one extra die held in common Pawns or tokens to [...]]]></description>
		<link>http://www.davidmcdonough.net/2010/08/01/game-design-44-flight-risk/</link>
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		<title>Game Design #43: Airlock</title>
		<description><![CDATA[Introduction: In this hectic game of duck and weave, players race to escape a crippled, labyrinthine space station before it collapses around them. Players: 2-5 Materials: Some number of cups or bowls, recommended one per player with two extra. Fewer bowls usually means a harder game. Pawns or tokens to represent each player. A generous [...]]]></description>
		<link>http://www.davidmcdonough.net/2010/07/25/game-design-43-airlock/</link>
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		<title>Game Design #42: Powerless</title>
		<description><![CDATA[Introduction: Power to the weak! In this game of resource &#8220;acquisition,&#8221; the players with the fewest dice hold the greatest strength. Players: 3+ Materials: Six-sided dice, five to ten per player. Feel free to adjust the quantity to adjust difficulty. Decks of standard playing cards, enough to provide a complete suit of thirteen to each [...]]]></description>
		<link>http://www.davidmcdonough.net/2010/07/18/game-design-42-powerless/</link>
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		<title>XBLArgh</title>
		<description><![CDATA[A recent blip on Gamesindustry.biz touched on the decision of Hello Games to release their hot little action game Joe Danger on PSN because they considered XBLA to be &#8220;a slaughterhouse&#8221; for small developers. This caught my eye on the feed today because I&#8217;ve been following Hello since I found their blog some time ago, [...]]]></description>
		<link>http://www.davidmcdonough.net/2010/07/13/xblargh/</link>
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		<title>Game Design #41: Railroaded</title>
		<description><![CDATA[Introduction: Four hapless rail riders need to beat it out of town, and fast! Compete to make it the furthest from the starting point while your time and supplies last, but watch out! Pick a lucrative route and your opponents could piggy-back onto your success and leave you in the dust. Players: 4 Materials: Two [...]]]></description>
		<link>http://www.davidmcdonough.net/2010/07/11/game-design-41-railroaded/</link>
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		<title>Happy St. Patrick&#8217;s Day</title>
		<description><![CDATA[]]></description>
		<link>http://www.davidmcdonough.net/2009/03/17/happy-st-patricks-day/</link>
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		<title>World Builder</title>
		<description><![CDATA[World Builder Incredible. Someday this is how we&#8217;ll make virtual worlds. It&#8217;s like Second Life to the ultimate expression.]]></description>
		<link>http://www.davidmcdonough.net/2009/03/06/world-builder/</link>
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		<title>Context is King</title>
		<description><![CDATA[I was intrigued by a post on WaterCoolerGames, discussing a Tetris clone made where the blocks are textured to appear like ethnic cleansing internment camp prisoners and the play-space resembles a mass grave. Apparently, a team of Brazilian game designers took a claim from Raph Koster about how context can dramatically alter games and decided [...]]]></description>
		<link>http://www.davidmcdonough.net/2009/02/21/context-is-king/</link>
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		<title>Told You So</title>
		<description><![CDATA[Link. Eerily enough, I found out about this not long after hearing a segment on NPR this morning that scientists recently completed a study that found that calling dairy cows by name, conversing with them, and treating them as pets or family members could increase their milk yield by more than 400 pints per year. [...]]]></description>
		<link>http://www.davidmcdonough.net/2009/02/15/told-you-so/</link>
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		<title>Virtual Cities Just as Crowded and Dirty?</title>
		<description><![CDATA[This article from Raph&#8217;s website the other day about this article from the Boston globe raises a couple intriguing questions: If the prefrontal cortex can be so easily bent under the strain of overstimuli from urban existence, then do we indeed, as Raph suggests, have something to consider when building crowded virtual worlds? Most virtual [...]]]></description>
		<link>http://www.davidmcdonough.net/2009/02/03/virtual-cities-just-as-crowded-and-dirty/</link>
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