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	<title>Leigh Alexander &#187; H-Games</title>
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	<link>http://leighalexander.net</link>
	<description>on the art, culture &#38; business of interactive entertainment, social media and stuff</description>
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		<title>Broken Languages</title>
		<link>http://leighalexander.net/broken-languages/</link>
		<comments>http://leighalexander.net/broken-languages/#comments</comments>
		<pubDate>Tue, 31 Jan 2012 16:26:00 +0000</pubDate>
		<dc:creator><![CDATA[Leigh Alexander]]></dc:creator>
				<category><![CDATA[H-Games]]></category>
		<category><![CDATA[IGF]]></category>

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		<description><![CDATA[I finally wrote an exhaustive review of Katawa Shoujo, the visual romance novel set in a facility for disabled teens (you may recall I first covered it back in 2010, exploring the cultural genesis of such an unusual idea). Over the past few weeks since the fan-made game&#8217;s made its long awaited launch, tons of [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.rockpapershotgun.com/2012/01/28/wot-i-think-katawa-shoujo/">I finally wrote an exhaustive review of <i>Katawa Shoujo</i></a>, the visual romance novel set in a facility for disabled teens (you may recall <a href="http://kotaku.com/5461619/romance-with-disabled-girls-how-and-maybe-why-an-unusual-video-game-came-to-be">I first covered it back in 2010</a>, exploring the cultural genesis of such an unusual idea).  Over the past few weeks since the fan-made game&#8217;s made its long awaited launch, tons of you have been mailing and tweeting to see if I&#8217;d played the final version, so now here you are.
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<div>Games about conversations, about dating, about things less tangible than action, are clearly overwhelming to develop (and also to interpret critically, come to think). But I like when people try. Boy, do I! Over at Gamasutra, we&#8217;re doing those annual Road to the IGF interviews with the festival&#8217;s finalists, and today <a href="http://gamasutra.com/view/news/39920/Road_to_the_IGF_Expressive_Intelligence_Studios_Prom_Week.php">I&#8217;ve done one</a> with the folks behind <i><a href="http://promweek.soe.ucsc.edu/">Prom Week</a></i>, a game that promises an unprecedentedly sophisticated conversation engine. </div>
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<div>The team gives a pretty fascinating interview. <a href="https://twitter.com/xmattiebrice">Mattie Brice</a> asked me on Twitter about why more people don&#8217;t try to push social simulation technology (like, why was <i><a href="http://www.interactivestory.net/">Facade</a></i> so long ago, for example, with few comparable examples since?) </div>
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<div>I think it&#8217;s because not only is it an enormous technical challenge, there&#8217;s also the perception that it&#8217;s a niche, a thankless academic corner that will never reach beyond an &#8220;indie&#8221; audience. Good thing some people try, though. (Mattie, is it a coincidence you go by xGalatea online, where <a href="http://nickm.com/if/emshort/galatea.html"><i>Galatea</i> the game</a> is among the most iconic examples of groundbreaking, conversation-oriented interactive fiction in history?) </div>
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<div>Anyway, back on task; I also <a href="http://gamasutra.com/view/news/39419/Road_to_the_IGF_Key_and_Kanagas_Proteus.php">interviewed the creators of musical landscape game <i>Proteus</i></a> for the Road to the IGF series. Cannot believe it&#8217;s only a handful of weeks til GDC! </div>
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<div>This past weekend was the 2012 <a href="http://globalgamejam.org/">Global Game Jam</a>. Good thing I have loads of friends who make video games for me to look at and talk about! As soon as I catch up with what all my favorite people have got done I&#8217;ll let you know about it. </div>
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