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	<title>Experimental Gameplay</title>
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	<link>http://www.experimental-gameplay.org/blog</link>
	<description>Info and announcements about the annual Experimental Gameplay session at GDC.</description>
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		<title>2010 &#8211; GDC Session Cancelled</title>
		<link>http://www.experimental-gameplay.org/blog/?p=218</link>
		<comments>http://www.experimental-gameplay.org/blog/?p=218#comments</comments>
		<pubDate>Mon, 01 Mar 2010 18:42:59 +0000</pubDate>
		<dc:creator>roBin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.experimental-gameplay.org/blog/?p=218</guid>
		<description><![CDATA[Greetings, friends of Experimental Gameplay!
We have decided to cancel the Experimental Gameplay Workshop this year.  It was a hard decision to make, but we think it&#8217;s for the best.  This year, the EGW&#8217;s slot at the Game Developers Conference will be replaced by The Nuovo Sessions, which focuses on the finalists, runners-up and [...]]]></description>
			<content:encoded><![CDATA[<p>Greetings, friends of Experimental Gameplay!</p>
<p><strong>We have decided to cancel the Experimental Gameplay Workshop this year. </strong> It was a hard decision to make, but we think it&#8217;s for the best.  This year, the EGW&#8217;s slot at the Game Developers Conference will be replaced by <strong><a href="https://www.cmpevents.com/GD10/a.asp?option=C&#038;V=11&#038;SessID=11016">The Nuovo Sessions</a></strong>, which focuses on the finalists, runners-up and honorable mentions for the IGF&#8217;s Nuovo Award.</p>
<p>The organizers would like to extend a collective &#038; heartfelt thanks to everyone who submitted to the workshop this year. There were several good, thoughtful experiments in this year’s submissions. </p>
<p>However, after reviewing these submissions and evaluating other non-submitted games for potential invitation to the workshop, we still did not have enough material for a full high-quality session. We debated this and came to two conclusions:</p>
<ul>
1)  <i> We value the time of our attendees; our method has always been to show the maximum amount of goodness in the minimum time.  So we do not like the idea of adding filler, or padding the presentations, to fill the time slot.<br />
</i></ul>
<ul>2)  <i> We want to change the nature of the workshop and submissions process so that we can better support thoughtful, high-quality gameplay experiements in today&#8217;s environment, which is very different from the situation when we started nine years ago.<br />
</i></ul>
<p>Finally &#8211; none of the games we would have shown in this year&#8217;s session are going to go away; we&#8217;re saving them for next year&#8217;s session.  </p>
<p>In the meantime, we will use this web site to showcase interesting games and to establish an evergreen, year-round submissions process.  <strong>Thus, we are opening the call for the 2011 workshop now – and will be posting to this site throughout the year.</strong></p>
<p>While we will miss you all this March, we look forward to seeing you<strong> next year</strong> – and blowing you away with 2 hours of high-quality gameplay experimentation. Please submit your experiments so we can get started!</p>
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		<title>EGW 2010: Call for Participation</title>
		<link>http://www.experimental-gameplay.org/blog/?p=3</link>
		<comments>http://www.experimental-gameplay.org/blog/?p=3#comments</comments>
		<pubDate>Thu, 12 Nov 2009 23:22:21 +0000</pubDate>
		<dc:creator>roBin</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.experimental-gameplay.org/blog/?p=3</guid>
		<description><![CDATA[Experimental Gameplay Workshop
2010 Call for Participation 


The EGW is an annual gathering of innovation-minded game developers, hosted at the Game Developers Conference in San Francisco.
The conference presentation features many different kinds of games, including prototype and student demos (Flower, PB Winterbottom), shipped products (Katamari Damacy, Portal, World of Goo), and Indie Games (Braid, Today I [...]]]></description>
			<content:encoded><![CDATA[<h1><strong><span style="color: #800080;">Experimental Gameplay Workshop</span></strong></h1>
<h2><strong><em>2010 </em><em>Call for Participation</em></strong><strong> </strong></h2>
<h3><strong><br />
</strong></h3>
<p>The EGW is an annual gathering of innovation-minded game developers, hosted at the Game Developers Conference in San Francisco.</p>
<p>The conference presentation features many different kinds of games, including prototype and student demos (<em>Flower</em>, <em>PB Winterbottom</em>), shipped products (<em>Katamari Damacy,</em> <em>Portal</em>, <em>World of Goo</em>), and Indie Games (<em>Braid</em>, <em>Today I Die</em>).  There’s always a bit of lecturing and discussion as well.</p>
<p>If you’re pushing the boundaries of traditional gameplay, we encourage you to submit your work using the entry form below.  The submission deadline is <strong>Tuesday, January 26, 2010.</strong></p>
<h3><span style="font-weight: normal;">Purpose </span></h3>
<p>Our goals are to:</p>
<ul>
<li>Showcase      experimental, creative, non-traditional designs and ideas;</li>
<li>Publicize the process of gameplay      experimentation;</li>
<li>Strengthen the community of      experimental game developers;</li>
<li>Advance game design as a craft and      art form.</li>
</ul>
<p>Experimentation involves risk, and our industry is risk-averse.  But to remain healthy, we need to embrace risk, learn from our successes – and more importantly – from our failures.</p>
<p>We strive to support risk-taking and to provide channels for communicating the results. We aim to legitimize and popularize gameplay-oriented research and development.</p>
<h3><span style="font-weight: normal;">What Is Experimental Gameplay?</span></h3>
<p>The boundaries of experimental gameplay are hard to delineate.  To illustrate the workshop&#8217;s philosophy, the best we can do is to give examples of what we consider inside (and outside) of our domain.  We often present games that feature:</p>
<ul>
<li>Games that      create new or unexpected play experiences, or otherwise promote unique      feelings within players.</li>
<li>Generative games, where the      gameplay or world is dynamically generated based on choices the player      makes.</li>
<li>Emergent gameplay, where game      systems interact to provide evolving situations. Simulation or physics-based      gameplay are examples of this.</li>
<li>NPC Gameplay, where interactions      with &amp; between non-player-characters influences the characters in a meaningful      way.</li>
<li>Interactive storytelling, where      the plot or dialog changes in a fine-grained manner (as opposed to discrete      &#8220;branching points&#8221;).</li>
<li>Innovative user      interfaces &#8212; natural language processing, image recognition, gestural      control, new hardware devices&#8230;</li>
<li>Novel multiplayer interactions &#8212;      online, at the same machine, with wireless devices, using image      recognition, etc.</li>
</ul>
<p>The workshop does not deal with:</p>
<ul>
<li>Novel content,      narrative, settings, character designs, artwork, audio, or plots <em>(unless they affect the core gameplay      in a major way).</em><em> </em></li>
<li>New hybrids of already-existing      genres <em>(unless the resulting      gameplay is unexpectedly more than the sum of the parts).</em></li>
<li>Purely technical innovation, experimental      business models or distribution mechanisms, or games for under-served      audiences (<em>unless the gameplay      itself is experimental).</em></li>
</ul>
<p>The above guidelines are vague and incomplete, as new and experimental things will by definition fall outside existing preconceptions. <a href="mailto:workshop2010@number-none.com"><em>Don&#8217;t hesitate to contact the workshop organizers with questions. </em></a>You may also wish to see what was presented during previous workshops.</p>
<h3><span style="font-weight: normal;">The Cost of Experimentation</span></h3>
<p>We recognize that not all experiments are successful; designers learn from failure as well as success. There is no requirement that submitted gameplay experiments be &#8220;fun&#8221; (&#8221;fun&#8221; being one definition of &#8220;successful gameplay&#8221;), but they should be <em>interesting.</em></p>
<p>There are no constraints on game budgets, team size, on whether the game has a publisher or has been published already, or on the target platform. Submissions do not have to be finished games, but <strong><em>having a playable demo is important</em></strong>. It is possible that a submission could be accepted without a running game as illustration, but this would be <em>an exceptional case.</em></p>
<p>To submit for the workshop, please fill out this<span style="text-decoration: underline;"> </span><strong><a href="http://www.experimental-gameplay.org/blog/?p=10">submission form</a></strong>. Proposals are accepted at the sole discretion of the judges.</p>
<p><strong><br />
</strong></p>
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		<title>EGW 2010: Submission</title>
		<link>http://www.experimental-gameplay.org/blog/?p=10</link>
		<comments>http://www.experimental-gameplay.org/blog/?p=10#comments</comments>
		<pubDate>Thu, 12 Nov 2009 23:00:09 +0000</pubDate>
		<dc:creator>roBin</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.experimental-gameplay.org/blog/?p=10</guid>
		<description><![CDATA[Game Submission Form
Tell us about your game


To give us a good idea of what your game is like, please fill out this form, and email it to workshop2010@number-none.com. As a spam-prevention measure, you may be sent a follow-up email, which you must reply to in order for your submission to be received.
We look forward to reviewing your submission!


Name [...]]]></description>
			<content:encoded><![CDATA[<h1><strong><span style="color: #800080;">Game Submission Form</span></strong></h1>
<h2><strong><em>Tell us about your game</em></strong></h2>
<p><strong><em><br />
</em></strong></p>
<p>To give us a good idea of what your game is like, please fill out this form, and email it to <a href="mailto:workshop2010@number-none.com">workshop2010@number-none.com</a>. As a spam-prevention measure, you may be sent a follow-up email, which you must reply to in order for your submission to be received.</p>
<p>We look forward to reviewing your submission!</p>
<hr size="2" />
<ol>
<li>Name of Game</li>
<li>Description of Game (300 words or less).</li>
<li>Explanation of how the core gameplay is experimental (30 words or less).</li>
<li>Current phase of completion / Expected phase of completion at workshop time.
<ul>
<li>Please be descriptive of the level of functionality present in the game; don&#8217;t simply give a number indicating time remaining or percentage complete.</li>
</ul>
</li>
<li>Give more detail on the gameplay experiment you are performing (take as much space as you need for this).
<ul>
<li>Why is this experiment important?</li>
<li>What does it bring to games that is not already ubiquitous?</li>
</ul>
</li>
<li>How will you know whether the experiment is a success?  What problems and limitations might arise?  What do these limitations mean for future incarnations of this kind of gameplay?</li>
<li>URL for Additional Info (downloads / info files / movies / etc.)</li>
<li> Special Notes:
<ul>
<li>Does your presentation require any unusual equipment or preparations?</li>
</ul>
<ul>
<li>Is there anything you feel needs to be said that was not covered in this entry form?</li>
</ul>
</li>
</ol>
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		<title>EGW 2009</title>
		<link>http://www.experimental-gameplay.org/blog/?p=89</link>
		<comments>http://www.experimental-gameplay.org/blog/?p=89#comments</comments>
		<pubDate>Fri, 20 Mar 2009 07:00:24 +0000</pubDate>
		<dc:creator>roBin</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.experimental-gameplay.org/blog/?p=89</guid>
		<description><![CDATA[2009 was the best EGW yet &#8211; and we&#8217;re not just saying that. Not only did we have a very large number of submissions (tons of experimenting going on!) &#8211; several of the games we showed went on to win awards at the IGF and IndieCade!

We will create an archive, but in the meantime: here [...]]]></description>
			<content:encoded><![CDATA[<p>2009 was the best EGW yet &#8211; and we&#8217;re not just saying that. Not only did we have a very large number of submissions (tons of experimenting going on!) &#8211; several of the games we showed went on to win awards at the IGF and IndieCade!</p>
<p><img width=500 src="http://www.experimental-gameplay.org/blog/images/moon.jpg"></p>
<p>We will create an archive, but in the meantime: here are write-ups on <a href="http://www.destructoid.com/gdc-09-experimental-gameplay-sessions-126446.phtml">Destructoid </a>, <a href="http://www.avclub.com/articles/avc-at-gdc-09-day-four-wake-me-when-your-game-does,25806/"> the Onion</a>, and <a href="http://grumpytech.blogspot.com/2009/04/unusual-games-at-gdc-2009.html">Grumpy Tech Guy</a>.  </p>
<p>We promise to update this page before GDC 2010.</p>
]]></content:encoded>
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		<title>EGW 2008</title>
		<link>http://www.experimental-gameplay.org/blog/?p=82</link>
		<comments>http://www.experimental-gameplay.org/blog/?p=82#comments</comments>
		<pubDate>Sun, 30 Mar 2008 06:50:30 +0000</pubDate>
		<dc:creator>roBin</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.experimental-gameplay.org/blog/?p=82</guid>
		<description><![CDATA[In 2008, we had a jam-packed session (not unusual)&#8230; and we finished on time (highly unusual)! 800+ developers got to see a wonderful set of demonstrations &#8211; including Jon&#8217;s expert play-through of some of the hardest levels in Space Giraffe (truly an amazing display of talent).

Check out roBin&#8217;s write-up and photos &#8211; and this Gamasutra [...]]]></description>
			<content:encoded><![CDATA[<p>In 2008, we had a jam-packed session (not unusual)&#8230; and we finished on time (highly unusual)! 800+ developers got to see a wonderful set of demonstrations &#8211; including Jon&#8217;s expert play-through of some of the hardest levels in <a href="http://en.wikipedia.org/wiki/Space_Giraffe"><em>Space Giraffe</em></a> (truly an amazing display of talent).</p>
<p><img width=500 src="http://www.cs.northwestern.edu/~hunicke/photos/gdc08/egw08/images/DSC_0196.jpg"></p>
<p>Check out <a href="http://www.cs.northwestern.edu/~hunicke/photos/gdc08/egw08/index.htm">roBin&#8217;s write-up and photos</a> &#8211; and this <a href="http://www.lejade.org/2008/02/gdc-08-experimental-gameplay-workshop/">Gamasutra coverage</a> of the event.</p>
]]></content:encoded>
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		<title>EGW 2007</title>
		<link>http://www.experimental-gameplay.org/blog/?p=80</link>
		<comments>http://www.experimental-gameplay.org/blog/?p=80#comments</comments>
		<pubDate>Tue, 20 Mar 2007 06:47:01 +0000</pubDate>
		<dc:creator>roBin</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.experimental-gameplay.org/blog/?p=80</guid>
		<description><![CDATA[In 2007 Kim Swift joined us for a sneak-peak at the then-unreleased Portal &#8211; much to the delight of everyone in the (larger, darker and significantly less overheated) workshop session. We also saw more of Jon&#8217;s game Braid, and a bit of Flower as well!

Here is a writeup &#8211; more to come as we update the [...]]]></description>
			<content:encoded><![CDATA[<p>In 2007 Kim Swift joined us for a sneak-peak at the then-unreleased <a href="http://en.wikipedia.org/wiki/Portal_(video_game)"><em>Portal</em></a> &#8211; much to the delight of everyone in the (larger, darker and significantly less overheated) workshop session. We also saw more of Jon&#8217;s game <a href="http://www.braid-game.com/"><em>Braid</em></a>, and a bit of <a href="http://en.wikipedia.org/wiki/Flower_(video_game)"><em>Flower</em></a> as well!</p>
<p><img src="http://www.mawsoft.com/images/GDC-2007/large/RohoPics%20229%20(Large).jpg" alt="" width="500" /></p>
<p>Here is <a href="http://www.gamasutra.com/gdc2007/?id=13075">a writeup</a> &#8211; more to come as we update the archives!</p>
]]></content:encoded>
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		<title>EGW 2006</title>
		<link>http://www.experimental-gameplay.org/blog/?p=70</link>
		<comments>http://www.experimental-gameplay.org/blog/?p=70#comments</comments>
		<pubDate>Thu, 30 Mar 2006 06:35:41 +0000</pubDate>
		<dc:creator>roBin</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.experimental-gameplay.org/blog/?p=70</guid>
		<description><![CDATA[In 2006 we had an *excellent* demo from Harmonix, of the never-shipped freestyle jamming mode from Guitar Hero. The room was absolutely packed, and some people couldn&#8217;t get to the session before the fire marshalls closed the doors for good. Too bad &#8211; because Eric smashed his toy guitar after ripping out a pretty amazing [...]]]></description>
			<content:encoded><![CDATA[<p>In 2006 we had an *excellent* demo from <a href="ttp://www.harmonixmusic.com/">Harmonix</a>, of the never-shipped freestyle jamming mode from <a href="http://en.wikipedia.org/wiki/Guitar_Hero"><em>Guitar Hero</em></a>. The room was absolutely packed, and some people couldn&#8217;t get to the session before the fire marshalls closed the doors for good. Too bad &#8211; because Eric smashed his toy guitar after ripping out a pretty amazing solo.</p>
<p><img class="alignnone" src="http://www.experimental-gameplay.org/blog/images/DSC09432.jpg" alt="" width="500" /></p>
<p>Here is the <a href="http://www.gamasutra.com/features/20060330/waugh_01.shtml">Gamasutra coverage</a>, and the  archived page for <a href="http://www.experimental-gameplay.org/2006/index.html">2006</a></p>
]]></content:encoded>
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		<title>EGW 2005</title>
		<link>http://www.experimental-gameplay.org/blog/?p=72</link>
		<comments>http://www.experimental-gameplay.org/blog/?p=72#comments</comments>
		<pubDate>Wed, 30 Mar 2005 06:37:24 +0000</pubDate>
		<dc:creator>roBin</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.experimental-gameplay.org/blog/?p=72</guid>
		<description><![CDATA[In 2005, the CMU team that eventually became indie developer 2DBoy gave a presentation covering their university projects in experimental gameplay! We saw Mark Healy&#8217;s project Ragdoll Kung Fu,  as well as an IndieGameJam all about characters.

Here is a write-up of the event, and the archived page for 2005
]]></description>
			<content:encoded><![CDATA[<p>In 2005, the CMU team that eventually became indie developer <a href="http://2dboy.com/">2DBoy </a>gave a presentation covering their university projects in <a href="http://experimentalgameplay.com/">experimental gameplay</a>! We saw Mark Healy&#8217;s project <a href="http://ragdollkungfu.com/"><em>Ragdoll Kung Fu</em></a>,  as well as an IndieGameJam all about characters.</p>
<p><img width=500 src="http://www.experimental-gameplay.org/2005/gravity_head.jpg"></p>
<p>Here is a <a href="http://www.cs.northwestern.edu/~hunicke/photos/egw05/">write-up of the event</a>, and the archived page for <a href="http://www.experimental-gameplay.org/2005/index.html">2005</a></p>
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		<title>EGW 2004</title>
		<link>http://www.experimental-gameplay.org/blog/?p=74</link>
		<comments>http://www.experimental-gameplay.org/blog/?p=74#comments</comments>
		<pubDate>Tue, 30 Mar 2004 06:38:03 +0000</pubDate>
		<dc:creator>roBin</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.experimental-gameplay.org/blog/?p=74</guid>
		<description><![CDATA[In 2004 Keita Takahashi demonstrated the yet-unreleased game Katamari Damacy! We also showed a big slate physics-based Indie Game Jam games &#8211; which included a game inspired by &#8220;Waiting for Godot&#8221;, and&#8230; a game about Iyengar Yoga!

Here is a writeup of the demonstrations, photos from the jam, and the archived page for 2004
]]></description>
			<content:encoded><![CDATA[<p>In 2004 Keita Takahashi demonstrated the yet-unreleased game <a href="http://en.wikipedia.org/wiki/Katamari_Damacy"><em>Katamari Damacy</em></a>! We also showed a big slate <a href="http://www.cs.northwestern.edu/~hunicke/photos/gamejam02/">physics-based <em>Indie Game Jam </em>games</a> &#8211; which included a game inspired by &#8220;Waiting for Godot&#8221;, and&#8230; a game about Iyengar Yoga!</p>
<p><img src="http://www.experimental-gameplay.org/blog/images/katamari_1.jpg" alt="" width="500" /></p>
<p>Here is a <a href="http://www.cs.northwestern.edu/~hunicke/photos/EGW04/">writeup of the demonstrations</a>, <a href="http://www.cs.northwestern.edu/~hunicke/photos/gamejam02/">photos from the jam</a>, and the archived page for <a href="http://www.experimental-gameplay.org/2004/index.html">2004</a></p>
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		<title>EGW 2003</title>
		<link>http://www.experimental-gameplay.org/blog/?p=76</link>
		<comments>http://www.experimental-gameplay.org/blog/?p=76#comments</comments>
		<pubDate>Sun, 30 Mar 2003 06:38:29 +0000</pubDate>
		<dc:creator>roBin</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.experimental-gameplay.org/blog/?p=76</guid>
		<description><![CDATA[In the second year of the Experimental Gameplay Workshop &#8211; we demoed a set of Indie Game Jam games that used shadow tech. We also got a fantastic demonstration of Matsuura Masaya&#8217;s rhythm game Mojib Ribbon &#8211; which used speech synthesis to generate the vocal track, and pioneered a &#8220;paper and watercolor&#8221; art style later [...]]]></description>
			<content:encoded><![CDATA[<p>In the second year of the Experimental Gameplay Workshop &#8211; we demoed a set of <a href="http://www.indiegamejam.com/igj1/index.html"><em>Indie Game Jam</em> games that used shadow tech</a>. We also got a fantastic demonstration of Matsuura Masaya&#8217;s rhythm game <a href="http://en.wikipedia.org/wiki/Mojib-Ribbon"><em>Mojib Ribbon</em></a> &#8211; which used speech synthesis to generate the vocal track, and pioneered a &#8220;paper and watercolor&#8221; art style later seen in games like <em>Okami</em>.</p>
<p><img width=500 src="http://www.experimental-gameplay.org/blog/images/mojib2.jpg"></p>
<p>Here is the archived  page for <a href="http://www.experimental-gameplay.org/2003/index.html">2003</a></p>
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		</item>
	</channel>
</rss>
