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	<title>Reed A Raymond - San Francisco Writer, Illustrator, Gamer</title>
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	<link>http://www.reedaraymond.com</link>
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		<title>T-Shirt design up for scoring</title>
		<link>http://www.reedaraymond.com/2012/05/t-shirt-design-up-for-scoring/</link>
		<comments>http://www.reedaraymond.com/2012/05/t-shirt-design-up-for-scoring/#comments</comments>
		<pubDate>Thu, 03 May 2012 18:21:04 +0000</pubDate>
		<dc:creator>Reed</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.reedaraymond.com/?p=243</guid>
		<description><![CDATA[Hey everyone, my Gamer Coat of Arms design was just put up for scoring on threadless.com. Head on over and give me a 5! You will need to create an account to score the design, but it&#8217;s worth it! http://www.threadless.com/submission/421687/Gamer_Coat_of_Arms]]></description>
			<content:encoded><![CDATA[<p>Hey everyone, my Gamer Coat of Arms design was just put up for scoring on <a href="http://www.threadless.com/submission/421687/Gamer_Coat_of_Arms">threadless.com</a>. Head on over and give me a 5! You will need to create an account to score the design, but it&#8217;s worth it!</p>
<p><a href="http://www.threadless.com/submission/421687/Gamer_Coat_of_Arms">http://www.threadless.com/submission/421687/Gamer_Coat_of_Arms</a></p>
]]></content:encoded>
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		<title>This Blog is Moving! &#8220;Click • Play • Die&#8221; is Up and Running</title>
		<link>http://www.reedaraymond.com/2012/04/this-blog-is-moving-click-%e2%80%a2-play-%e2%80%a2-die-is-up-and-running/</link>
		<comments>http://www.reedaraymond.com/2012/04/this-blog-is-moving-click-%e2%80%a2-play-%e2%80%a2-die-is-up-and-running/#comments</comments>
		<pubDate>Sun, 29 Apr 2012 01:21:58 +0000</pubDate>
		<dc:creator>Reed</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.reedaraymond.com/?p=239</guid>
		<description><![CDATA[As promised in my last post, I have been working on getting this blog migrated over to a new site and turning www.reedaraymond.com into a portfolio and resume site. Click • Play • Die will be an all-purpose gaming blog basically a continuation of what I do here, recording my adventures in game design, video [...]]]></description>
			<content:encoded><![CDATA[<p><a title="Click • Play • Die" href="http://www.clickplaydie.com/" target="_blank"><img class="alignleft size-full wp-image-241 colorbox-239" title="banner2" src="http://www.reedaraymond.com/wp-content/uploads/2012/04/banner2.png" alt="" width="800" height="140" /></a></p>
<p>As promised in my last post, I have been working on getting this blog migrated over to a <a title="Click • Play • Die" href="http://www.clickplaydie.com" target="_blank">new site</a> and turning www.reedaraymond.com into a portfolio and resume site.</p>
<p><a title="Click • Play • Die" href="http://www.clickplaydie.com/" target="_blank">Click • Play • Die</a> will be an all-purpose gaming blog basically a continuation of what I do here, recording my adventures in game design, video gaming, and tabletop gaming. I hope you enjoy the new site and the new look.</p>
<p>I will keep this blog up here until I finish the redesign, but future blog posts will only be on <a title="Click • Play • Die" href="http://www.clickplaydie.com/" target="_blank">Click • Play • Die.</a></p>
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		<title>Art Game Lab at SFMOMA</title>
		<link>http://www.reedaraymond.com/2012/04/art-game-lab-at-sfmoma/</link>
		<comments>http://www.reedaraymond.com/2012/04/art-game-lab-at-sfmoma/#comments</comments>
		<pubDate>Fri, 20 Apr 2012 20:38:13 +0000</pubDate>
		<dc:creator>Reed</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Featured]]></category>

		<guid isPermaLink="false">http://www.reedaraymond.com/?p=236</guid>
		<description><![CDATA[I went to the Art Game Labs panel on game development at the SFMOMA last night and my head is still spinning with the revolutionary topics that were discussed. Seriously, I think I’ll be chewing on this gristly chunk of ideas for a long time. The panel began as a discussion on gamification of life [...]]]></description>
			<content:encoded><![CDATA[<p>I went to the Art Game Labs panel on game development at the SFMOMA last night and my head is still spinning with the revolutionary topics that were discussed. Seriously, I think I’ll be chewing on this gristly chunk of ideas for a long time.</p>
<p>The panel began as a discussion on gamification of life and using games as a tool through which to access the art and culture offered by museums; basically, museums are increasingly turning to games as a way to break from the norm of museum culture and encourage visitors to engage with art on a more active level. The conversation quickly evolved from “games as a way to engage with artwork” into “games as artwork” where the games themselves become the museum pieces. This elevation from Game Designer to Game Artist seemed to please a few of the panel members.</p>
<p><a href="http://www.reedaraymond.com/wp-content/uploads/2012/04/gangsei-fig1.jpg"><img class="alignleft size-medium wp-image-238 colorbox-236" title="gangsei-fig1" src="http://www.reedaraymond.com/wp-content/uploads/2012/04/gangsei-fig1-300x200.jpg" alt="" width="300" height="200" /></a>The event featured 5 game designers and several of the games they had developed for the event. Of particular interest was the work of SF game design company <a title="Situate" href="http://situate.cc/" target="_blank">Situate</a>, who specialize in real-world social gaming. This is game design on a massive scale. Their games have turned the streets of San Francisco into a citywide game of tag or converted entire museums into interactive scavenger hunts. As an aspiring game designer, I often find myself looking for where to apply my passion and talents; do I focus on video game development? Social gaming? Board games? Situate’s discussion opened my mind to a whole new form of game — no-tech gaming that augments our own reality rather than relying on a vehicle to deliver the game to us, be it board, book or console.</p>
<p>Other panel members touched on the corporatization of the game industry and the elitist atmosphere at such events as GDC, bemoaning the loss of a truly independent game development culture.</p>
<p>Efforts to create a venue for the unsung indy developers were highlighted, such as rave-esque warehouse parties of <a title="Babycastles" href="http://babycastles.com/" target="_blank">Babycasltes</a> in New York or the nascent <a href="http://www.glitchlab.org/" target="_blank">Glitch Lab</a> in LA. The lack of such a space in San Francisco, ground zero of game design, has my mind going in interesting directions.</p>
<p>If you have time, head over to SFMOMA and check out some of the games yourself. The panel is over, but the panelists’ games are still available for exploration.</p>
<p>In other news, I am working on turning this page into a portfolio/resume page and migrating my blog to a new site (name TBD). Still working on site design, but expect changes in the future.</p>
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		<title>New and Improved</title>
		<link>http://www.reedaraymond.com/2012/03/new-and-improved/</link>
		<comments>http://www.reedaraymond.com/2012/03/new-and-improved/#comments</comments>
		<pubDate>Sat, 17 Mar 2012 00:04:51 +0000</pubDate>
		<dc:creator>Reed</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Featured]]></category>

		<guid isPermaLink="false">http://www.reedaraymond.com/?p=232</guid>
		<description><![CDATA[So I&#8217;ve been practicing Illustrator a lot lately. My hope is to eventually make a web game based on Ikiru, the poorly-drawn ornery ninja janitor that my friend Dylan and I created back in high school. The original comic was notable for its hideous art and grotesque violence. The web game will embrace both these [...]]]></description>
			<content:encoded><![CDATA[<p>So I&#8217;ve been practicing Illustrator a lot lately. My hope is to eventually make a web game based on Ikiru, the poorly-drawn ornery ninja janitor that my friend Dylan and I created back in high school. The original comic was notable for its hideous art and grotesque violence. The web game will embrace both these aspects of the original as it brings the comic into the digital age.</p>
<p>Here is my first crack at a hero shot of our protag, Ikiru.</p>
<p><a href="http://www.reedaraymond.com/wp-content/uploads/2012/03/IkiruMop.jpg"><img class="aligncenter size-medium wp-image-233 colorbox-232" title="IkiruMop" src="http://www.reedaraymond.com/wp-content/uploads/2012/03/IkiruMop-231x300.jpg" alt="" width="231" height="300" /></a></p>
<p>He does some serious damage with that mop.</p>
<p>The final game will require that I learn a lot more coding than I already have, but for now I am having a blast with making the characters in Illustrator. I&#8217;ll post more as I make them.</p>
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		<title>Digital Art Roundup</title>
		<link>http://www.reedaraymond.com/2012/03/227/</link>
		<comments>http://www.reedaraymond.com/2012/03/227/#comments</comments>
		<pubDate>Fri, 09 Mar 2012 22:18:11 +0000</pubDate>
		<dc:creator>Reed</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Featured]]></category>

		<guid isPermaLink="false">http://www.reedaraymond.com/?p=227</guid>
		<description><![CDATA[It&#8217;s been a while since I&#8217;ve been around these parts, and I figured it was about time I checked in and got the blog rolling again. I&#8217;ve been keeping myself busy in the new year with a return to school. I&#8217;m working on a certificate in Interactive Game Design and Production that has been keeping [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s been a while since I&#8217;ve been around these parts, and I figured it was about time I checked in and got the blog rolling again. I&#8217;ve been keeping myself busy in the new year with a return to school. I&#8217;m working on a certificate in Interactive Game Design and Production that has been keeping me pretty busy. I&#8217;ve also been delving deeper into Photoshop, Illustrator and Dreamweaver in my scarce free time as I am looking at doing some freelance work in graphic and web design. I&#8217;m actually working on my first web gig, so expect to hear more about that as the project progresses. I&#8217;m hoping to emerge from the process better prepared to revamp this site, making it a bit more of a portfolio piece than it currently is.</p>
<p>So, without further delay, here are just a few of the things keeping me busy lately.</p>
<p><strong>Painting in Photoshop</strong></p>
<p><a href="http://www.reedaraymond.com/wp-content/uploads/2012/03/RasphaHiRezColorFlattened1.jpg"><img class="aligncenter size-medium wp-image-229 colorbox-227" title="RasphaHiRezColorFlattened" src="http://www.reedaraymond.com/wp-content/uploads/2012/03/RasphaHiRezColorFlattened1-235x300.jpg" alt="" width="235" height="300" /></a></p>
<p>I spent a day doing a pencil drawing and decided to use it as a template for my first real effort with painting in Photoshop. Dassance gave me a great book with loads of tips and techniques for PS painting and this project has been a veritable playground for exploration and experimentation. I&#8217;m looking forward to finishing it up so I can do it all over again, armed with everything I&#8217;ve learned this first time with the work.</p>
<p><strong>Illustrator T-Shirts</strong></p>
<p><a href="http://www.reedaraymond.com/wp-content/uploads/2012/03/Cthulhu_tshirt.jpg"><img class="aligncenter size-medium wp-image-230 colorbox-227" title="Cthulhu_tshirt" src="http://www.reedaraymond.com/wp-content/uploads/2012/03/Cthulhu_tshirt-240x300.jpg" alt="I Love Cthulhu" width="240" height="300" /></a></p>
<p>This shirt was up on <a title="Threadless T-shirts" href="http://www.threadless.com/" target="_blank">Threadless</a> for voting. Unfortunately after a 6 days of scoring, it only has a 1.6 out of 5. Doesn&#8217;t look like it&#8217;s gonna see the light of day, but it still has one day of scoring so feel free to pop in and <a title="I Heart Cthulu" href="http://www.threadless.com/submission/406225/I" target="_blank">cast your vote!</a></p>
<p><a href="http://www.reedaraymond.com/wp-content/uploads/2012/03/ATATWalker.gif"><img class="aligncenter size-medium wp-image-231 colorbox-227" title="ATATWalker" src="http://www.reedaraymond.com/wp-content/uploads/2012/03/ATATWalker-300x238.gif" alt="" width="300" height="238" /></a></p>
<p>Don&#8217;t even ask. This design came to me in a super-vivid dream where I saw this exact design printed on t-shirts through some guys window. When I first woke up it made perfect sense to me, but now&#8230; Anyway, I still think the design is sweet. Unfortunately, Threadless didn&#8217;t and they didn&#8217;t put it up for scoring.</p>
<p>So there we have just a couple of the projects that have been keeping me up at night. I won&#8217;t post any of my web work because it is still so rough, but rest assured that there will be updates on that front in the near future.</p>
<p>Reed out.</p>
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		<title>Merry Christmas D&amp;D</title>
		<link>http://www.reedaraymond.com/2011/12/merry-christmas-dd/</link>
		<comments>http://www.reedaraymond.com/2011/12/merry-christmas-dd/#comments</comments>
		<pubDate>Fri, 16 Dec 2011 20:34:27 +0000</pubDate>
		<dc:creator>Reed</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Featured]]></category>

		<guid isPermaLink="false">http://www.reedaraymond.com/?p=220</guid>
		<description><![CDATA[It&#8217;s that time of year again. Time for Hasbro to slough off its old skin as it lets go of yet another of the most experienced RPG designers in the world. Earlier this year Bill Slavicsek (a 20 year D&#38;D veteran) left amid a rash of WotC layoffs. This time around in the annual Christmas firings [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s that time of year again. Time for Hasbro to slough off its old skin as it lets go of yet another of the most experienced RPG designers in the world. Earlier this year Bill Slavicsek (a 20 year D&amp;D veteran) left amid a rash of WotC layoffs. This time around in the annual Christmas firings another of D&amp;D&#8217;s Old Guard, Rich Baker, has come under the axe.</p>
<p>Perhaps it&#8217;s just a sign of the times, as businesses struggle to stay afloat in the frigid economy, or is it evidence of the increasing board game-ification of the D&amp;D franchise by its toy-manufacturing parent company. WotC has been releasing ever more D&amp;D themed board games &#8211; a trend that I enthusiastically support so long as it doesn&#8217;t impact the continued development of D&amp;D as a RPG. And there is no doubting that 4e is much more board game-esque than any of its predecessors.</p>
<p>No need to worry yet, though, as it might simply be a reorganization. I don&#8217;t think we have heard the last from Rich Baker, Bill Slavicsek, David Noonan or Steve Winter, as WotC often taps its laid-off talent for freelance work. Hopefully we will have years of quality D&amp;D from these talented game designers.</p>
<p>Best of luck to all the employees let go this season, and Merry Christmas.</p>
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		<title>Definitely Not a Wolf</title>
		<link>http://www.reedaraymond.com/2011/11/definitely-not-a-wolf/</link>
		<comments>http://www.reedaraymond.com/2011/11/definitely-not-a-wolf/#comments</comments>
		<pubDate>Tue, 22 Nov 2011 23:18:31 +0000</pubDate>
		<dc:creator>Reed</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Featured]]></category>

		<guid isPermaLink="false">http://www.reedaraymond.com/?p=216</guid>
		<description><![CDATA[So I have been helplessly engrossed in Skyrim for the last week. It&#8217;s everything a great role-playing game should be. It has a vast open world with countless nooks and crannies to explore; it&#8217;s full of difficult moral decisions with logical repercussions. It is needlessly deep and thorough almost to the point of ridiculousness, all [...]]]></description>
			<content:encoded><![CDATA[<p>So I have been helplessly engrossed in Skyrim for the last week. It&#8217;s everything a great role-playing game should be. It has a vast open world with countless nooks and crannies to explore; it&#8217;s full of difficult moral decisions with logical repercussions. It is needlessly deep and thorough almost to the point of ridiculousness, all of which creates such a sense of verisimilitude, it is truly difficult to put the controller down and re-enter the real world.</p>
<p>I did manage to tear myself away long enough to record one of my adventures in comic form for your enjoyment.</p>
<p><a href="http://www.reedaraymond.com/wp-content/uploads/2011/11/SkyrimComic.jpg"><img class="aligncenter size-large wp-image-217 colorbox-216" title="SkyrimComic" src="http://www.reedaraymond.com/wp-content/uploads/2011/11/SkyrimComic-1024x489.jpg" alt="" width="490" height="233" /></a></p>
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		<title>D&amp;D Battle Mechanic</title>
		<link>http://www.reedaraymond.com/2011/11/dd-battle-mechanic/</link>
		<comments>http://www.reedaraymond.com/2011/11/dd-battle-mechanic/#comments</comments>
		<pubDate>Thu, 10 Nov 2011 00:38:14 +0000</pubDate>
		<dc:creator>Reed</dc:creator>
				<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://www.reedaraymond.com/?p=195</guid>
		<description><![CDATA[It has been some time since I have talked about Dungeons &#38; Dragons here so I figure I&#8217;m about due. My mini adventure, Something Sinister in Cespius, is coming along but isn&#8217;t ready for public yet, so I thought I would share another idea I&#8217;ve been cooking up for possible use in my home campaign: [...]]]></description>
			<content:encoded><![CDATA[<p>It has been some time since I have talked about Dungeons &amp; Dragons here so I figure I&#8217;m about due. My mini adventure, Something Sinister in Cespius, is coming along but isn&#8217;t ready for public yet, so I thought I would share another idea I&#8217;ve been cooking up for possible use in my home campaign: a battle mechanic to simulate large-scale conflicts.</p>
<p>One of the paradoxes of D&amp;D is that it was born from tabletop tactical war-games, but when it comes to simulating large-scale conflicts, the 5 member adventuring party  model falls flat, especially if you&#8217;re trying to recreate a grand battle between armies of 10,000 soldiers. How can the players stand out in such a massive army? More importantly, how can 5 adventurers make a difference against an enemy 10,000 strong?</p>
<p>There are several very important things to remember.</p>
<ol>
<li>The PCs don&#8217;t need to kill the entire enemy force single-handedly. It might seem obvious, but in a game built around balanced encounters, players and DM alike get used to the players vanquishing entire teams of monsters.</li>
<li>Large battles are fought by smaller teams with specialized jobs. Treat the adventuring party as an elite strike-force. This is what my battle mechanic is based on.</li>
<li>The PCs are heroes. Don&#8217;t forget that the PCs are probably the most powerful people on the battlefield. Let them feel that way. Make sure they feel like they&#8217;re having a significant impact on the course of the battle. One hero can change the course of history; the adventuring party has 5.</li>
</ol>
<p>Keeping all this in mind, we can start to think about how the battle will look. The PCs will participate in 3 out of 5 possible battles. In the beginning they will be presented with 4 options of where to focus their attentions on the battlefield leading up to the climactic encounter with the enemy commander. Each scenario carries with it a possible bonus or penalty that will have an impact on the final encounter with the enemy commander. After completing two encounters on the field, the PCs come up against the leader of the enemy forces, aided by the choices they made or hindered by the battles left unfought.</p>
<div>Make sure your players know what they are in for. The PCs are very powerful (and they are the stars of the show), so they should have some sort of command position. They are privy to intelligence on the enemy and should know how their choices will impact the battle.  Let them make the tactical decisions. This planning phase is a great opportunity for role-playing and establishing relations with other powerful characters in the world.</div>
<div><strong>The four choices:</strong></div>
<div><strong></strong><br />
<strong>The Front Line </strong>- The front line is beginning to cave. The PCs could choose to focus their attention here to beat back the enemy and re-form the line, saving the lives of hundreds of allies who would otherwise be routed. This should be the most visceral of the combats. The PCs are heroically wading into the enemy, swords and spells flashing, driving back the relentless onslaught. Use minions in abundance to create that large-scale combat feel. Don&#8217;t forget to give the PCs some minion allies also. There should be about 5 enemy minions to each PC, then sprinkle in enemy and ally minions 1 for 1. Successfully beating back the minions grants the PCs minion allies of their own in the final battle. When the PCs confront the enemy commander, give them each 1 minion ally to control on their initiative count.<br />
<strong></strong></div>
<div><strong>The Engines of War</strong> - Allied archers and artillery are sorely taxed as they focus their efforts on taking down the great siege engines with their flaming arrows and trebuchets. If the players could sabotage the siege engines, it would free up the archers to offer ranged support in the last battle. This is a skill challenge. There are two great siege engines to be disabled, each requiring 4 successful skill checks before incurring 3 failures to be disabled. Each engine is also operated by 3 minion enemies who must be dispatched before the players can destroy the machines. While disabling the siege engines, the players are behind enemy lines and at risk of being spotted.<br />
<strong></strong></div>
<div><strong>Primary Skills:</strong><br />
<strong></strong></div>
<div><strong>Strength</strong> - A PC can try to destroy the machines by simply pulling them apart with heroic strength.<br />
<strong></strong></div>
<div><strong>Thievery</strong> - A more subtle PC could use thievery to disable the inner workings of the device.<br />
<strong></strong></div>
<div><strong>Dungeoneering</strong> - PCs skilled in dungeoneering have a solid background in engineering that can help them determine how best to compromise the structure of the siege engines.<br />
<strong></strong></div>
<div><strong>Secondary Skills:</strong><br />
<strong></strong></div>
<div><strong>Insight</strong> - A successful insight check grants a +2 bonus on the next primary skill check. Only usable once per engine.<br />
<strong></strong></div>
<div><strong>Stealth</strong>, <strong>Bluff</strong> - After each successful primary skill check, the PCs must make either a stealth or a bluff check, performed by the PC with the lowest modifier. On a failure, they are noticed and attacked by an enemy soldier.</div>
<div>Successfully disabling the siege engines frees up the allied archers to support the PCs in the final battle. In the climactic battle, the allied archers make a single attack from their position high on the fortress battlements against a random enemy on initiative count 10.<br />
<strong></strong></div>
<div><strong>Enemy Artillery</strong> - This is a straight-up combat. Select level-appropriate ranged artillery roll enemies with a few soldier or brute guards. Failure to deal with the enemy artillery means the PCs will be harassed by enemy fire during the climactic battle. Each round, on initiative count 15, the enemy archers attack 1 random PC.<br />
<strong></strong></div>
<div><strong>Dark Ritualists</strong> - This dark cabal is channeling protective magic into their commander. Select level-appropriate arcane controllers and a few soldier or brute guards. Failure to interrupt the ritual and break the magical wards protecting the commander will result in a +2 bonus to the enemy commander&#8217;s AC and fort defenses.<br />
<strong></strong></div>
<div><strong>The Final Battle</strong>: This one is all you. Select an appropriate elite or even solo monster, preferably one you would expect to be in command of a large number of enemy forces. An oni mage, a pit fiend, or even a red dragon all come to mind as good candidates. It will be even more rewarding if the enemy commander is someone known to the PCs for example a recurring campaign foe. In the interest of not spoiling too much for my players, I&#8217;ll keep the identity of my own enemy commander a close secret.</div>
<div>I hope this post helps any DMs looking for a way to simulate a large-scale battle in 4e D&amp;D. If you try it out or have any suggestions, please leave a comment. I look forward to hearing some feedback.</div>
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		<title>From Passion to Profession</title>
		<link>http://www.reedaraymond.com/2011/10/from-passion-to-profession/</link>
		<comments>http://www.reedaraymond.com/2011/10/from-passion-to-profession/#comments</comments>
		<pubDate>Mon, 17 Oct 2011 23:28:26 +0000</pubDate>
		<dc:creator>Reed</dc:creator>
				<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://www.reedaraymond.com/?p=210</guid>
		<description><![CDATA[I finished my first play-through of Dragon Age 2: Mark of the Assassin the other day and have been thinking a lot about the experience. I hadn&#8217;t picked up Dragon Age 2 in a long time and it was fun re-familiarizing myself with my old character. Combat was intuitive, but I had forgotten all my [...]]]></description>
			<content:encoded><![CDATA[<p>I finished my first play-through of Dragon Age 2: Mark of the Assassin the other day and have been thinking a lot about the experience. I hadn&#8217;t picked up Dragon Age 2 in a long time and it was fun re-familiarizing myself with my old character. Combat was intuitive, but I had forgotten all my skills and combinations. It took a few minutes of playing around before I got reoriented but I soon found that my <a href="http://www.reedaraymond.com/2011/03/da2-dragon-age-lite/">previous opinion </a>of the game held true. Even still, it was great returning to the world and catching up with the old group.</p>
<p>But I&#8217;m not here to review Mark of the Assassin. It was a fun bit of DLC that kept me thoroughly entertained for an evening and it is worth the eight bucks I spent on it. But that isn&#8217;t what has kept me thinking about the game even days after completing it. What struck me about Mark of the Assassin was its star, Felicia Day, who takes on the role of Tallis, a Qunari assassin. The character is modeled to look remarkably like Felicia herself, which I&#8217;ll admit was a little strange for me at first. I&#8217;ve never been one for celebrity chasing and to actually be able to control one felt odd, like some strangely voyeuristic puppeteer. Needless to say, I stuck to playing Hawke and only possessed Tallis to force a potion down her throat (turns out Felicia Day has a poorly developed sense of self-preservation).</p>
<p><a href="http://www.reedaraymond.com/wp-content/uploads/2011/10/Dragon-Age-2-Mark-of-the-Assassin-DLC.jpg"><img class="alignright size-medium wp-image-212 colorbox-210" title="Dragon-Age-2-Mark-of-the-Assassin-DLC" src="http://www.reedaraymond.com/wp-content/uploads/2011/10/Dragon-Age-2-Mark-of-the-Assassin-DLC-300x203.jpg" alt="" width="300" height="203" /></a>It wasn&#8217;t the writing, or the voice acting or even the Felicia-shaped Tallis that impressed me most about Felicia&#8217;s appearance in Mark of the Assassin. It was that she was in it at all, and more importantly, that we gamers actually care. We care more than if Tallis were instead voiced by some A-list actress like Jennifer Connolly or (shudder) Angelina Jolie. We care because, while Felicia Day is an actress, she was a gamer first, and when we play Mark of the Assassins we see Felicia and say, &#8220;Look, she&#8217;s one of us <em>and she made it!</em>&#8221;</p>
<p>She stands as inspiration to us gamers with a bit of talent and the ambition to take our passion beyond the pastime. She is proof that it can be done. Sure, it takes hard work, but so does anything worth doing. Felicia didn&#8217;t get the Guild produced on her first attempt. She had to work hard to turn her passion into a profession. The single greatest achievement Mark of the Assassin unlocked in me was the desire to <em>put down</em> the controller and <em>get to work</em>.</p>
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		<title>The Sights and Sounds of Ancient Cities</title>
		<link>http://www.reedaraymond.com/2011/10/the-sights-and-sounds-of-ancient-cities/</link>
		<comments>http://www.reedaraymond.com/2011/10/the-sights-and-sounds-of-ancient-cities/#comments</comments>
		<pubDate>Sun, 09 Oct 2011 07:34:37 +0000</pubDate>
		<dc:creator>Reed</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Featured]]></category>

		<guid isPermaLink="false">http://www.reedaraymond.com/?p=208</guid>
		<description><![CDATA[In my last post I talked about my recent trip to Turkey and my penchant for a good old-fashioned ruin. They invigorate me, inspire me, fuel my imagination. They make me want to write about their glory days so I can spend time walking their streets, if only in my mind and on the page. [...]]]></description>
			<content:encoded><![CDATA[<p>In my last post I talked about my recent trip to Turkey and my penchant for a good old-fashioned ruin. They invigorate me, inspire me, fuel my imagination. They make me want to write about their glory days so I can spend time walking their streets, if only in my mind and on the page. As my wife and I walked the broken marble streets of these ancient cities, I swear I could hear the crowd swarm about me. Touts shouted their wares, and officials congregated in the <a href="http://en.wikipedia.org/wiki/Bouleuterion" target="_blank">bouleuterion</a>. The entire experience was quite visceral and compelling.</p>
<p>At first I attributed it to a past life, echos from that time I was a pleb in Rome filtering through the ages like I&#8217;d spent too much time in Assassin&#8217;s Creed&#8217;s Animus.  Or maybe it was just my own over-active imagination. Then I read an <a title="Scroll down to the second part of the article." href="http://penny-arcade.com/2011/10/05" target="_blank">interesting observation</a> by Penny Arcade&#8217;s Tycho Brahe on how video games might alter our own sense memories.</p>
<p>&nbsp;</p>
<p><a href="http://www.reedaraymond.com/wp-content/uploads/2011/10/caesar3_screenshot_1.jpg"><img class="alignleft size-medium wp-image-209 colorbox-208" title="caesar3_screenshot_1" src="http://www.reedaraymond.com/wp-content/uploads/2011/10/caesar3_screenshot_1-300x222.jpg" alt="" width="300" height="222" /></a>His post led me to view my intense experience in the ruins in an entirely different light. Is it possible that my sense memories didn&#8217;t come from a past life at all, but were instead implanted firmly into my subconscious by hours of playing Caesar III during my formative years? It makes sense. Video games are immersive, and as technology and game design advances it becomes easier and easier to lose yourself in them, similar to how Assassin&#8217;s Creed caused me to <a href="http://www.reedaraymond.com/2011/04/ḥashashins-creed/" target="_blank">view a walk downtown as an obstacle course</a>. Who need&#8217;s Abstergo when your XBox is creating real memories of events that only happened in a binary universe.</p>
<p>I can hear the masses railing against this brainwash from in front of their TVs as their waistlines expand. Even my parental superego raises an eyebrow at the possibility that experiences might be injected directly into my temporal lobe. But, if true, is this really such a bad thing? Some might argue that the realism of first person shooters is desensitizing us to violence and lay the atrocities of the mentally disturbed on the shoulders of recreational games. But even as I accept that my perceptions of real life events might have been altered by my time with video games, I refuse to believe that they can control us. If anything, my experience at the ruins was only heightened by these digital memories. While immersed in Assassin&#8217;s Creed, an everyday walk on the town becomes an adventure, and life gets a little bit more interesting, even if it isn&#8217;t entirely real. Is that such a bad thing?</p>
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