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	<title>Comments on: Eric Viennot : l&#8217;interview mirroir.</title>
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	<description>Enjoy yourself, it's later than you think.</description>
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		<title>By: Minmaxing Life &#187; Présentation au Club Galilée</title>
		<link>http://www.lejade.org/2009/06/eric-viennot/comment-page-1/#comment-4127</link>
		<dc:creator>Minmaxing Life &#187; Présentation au Club Galilée</dc:creator>
		<pubDate>Fri, 25 Sep 2009 11:39:42 +0000</pubDate>
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		<description>[...] accompagné de Nicolas Gaume et Eric Viennot qui ont enchaîné avec des démonstrations de leurs nouveaux (et très impressionnants) [...]</description>
		<content:encoded><![CDATA[<p>[...] accompagné de Nicolas Gaume et Eric Viennot qui ont enchaîné avec des démonstrations de leurs nouveaux (et très impressionnants) [...]</p>
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		<title>By: FatMat</title>
		<link>http://www.lejade.org/2009/06/eric-viennot/comment-page-1/#comment-2662</link>
		<dc:creator>FatMat</dc:creator>
		<pubDate>Thu, 02 Jul 2009 07:41:44 +0000</pubDate>
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		<description>Excellente idée l&#039;interview qui revient en boomerang. Vous êtes tous d&#039;accord, non ? 

On aimerait bien voir d&#039;autres passer à la casserole. 

Après ce qui me frappe c&#039;est que cette revendication du &quot;game design militant&quot; est assez ancienne ; gamedesign c&#039;est déjà en soi un terme de militant. Je pense évidemment à Crawford en 82 dont on peut conserver le texte mot à mot : 

&quot;Computer games constitute a new and as yet poorly developed art form that holds great promise for both designers and players. [...] Until now, games in general and computer games in particular have not been very impressive as art forms. [...] Another contributor to the fecklessness of our current computer games is the timidity of the marketplace. [...] We therefore opt to build inhibited little games pathetically whispering some trivial emotion. Truly intense emotions or situations such as pathos, ecstasy, majesty, rapture, catharsis, or tragedy intimidate use. We hide behind the defense that we are in the entertainment business, not the art business, but that defense only betrays a profound misunderstanding of art. Art can be starchily elitist, but good art can also be a foot stomping blast. Elitism arises from the intellectual content of art; impact springs from its emotional honesty.&quot;

Et la conclusion : &quot;Fortunately, times are changing.&quot; Les temps ont changé, mais la promesse (du jeu comme art) est encore une promesse. Pourquoi ?</description>
		<content:encoded><![CDATA[<p>Excellente idée l&#8217;interview qui revient en boomerang. Vous êtes tous d&#8217;accord, non ? </p>
<p>On aimerait bien voir d&#8217;autres passer à la casserole. </p>
<p>Après ce qui me frappe c&#8217;est que cette revendication du &#8220;game design militant&#8221; est assez ancienne ; gamedesign c&#8217;est déjà en soi un terme de militant. Je pense évidemment à Crawford en 82 dont on peut conserver le texte mot à mot : </p>
<p>&#8220;Computer games constitute a new and as yet poorly developed art form that holds great promise for both designers and players. [...] Until now, games in general and computer games in particular have not been very impressive as art forms. [...] Another contributor to the fecklessness of our current computer games is the timidity of the marketplace. [...] We therefore opt to build inhibited little games pathetically whispering some trivial emotion. Truly intense emotions or situations such as pathos, ecstasy, majesty, rapture, catharsis, or tragedy intimidate use. We hide behind the defense that we are in the entertainment business, not the art business, but that defense only betrays a profound misunderstanding of art. Art can be starchily elitist, but good art can also be a foot stomping blast. Elitism arises from the intellectual content of art; impact springs from its emotional honesty.&#8221;</p>
<p>Et la conclusion : &#8220;Fortunately, times are changing.&#8221; Les temps ont changé, mais la promesse (du jeu comme art) est encore une promesse. Pourquoi ?</p>
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