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	<title>the-inbetween.com</title>
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	<link>http://the-inbetween.com</link>
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		<title>BlockiAd</title>
		<link>http://the-inbetween.com/2010/06/10/blockiad/</link>
		<comments>http://the-inbetween.com/2010/06/10/blockiad/#comments</comments>
		<pubDate>Thu, 10 Jun 2010 20:40:16 +0000</pubDate>
		<dc:creator>n0wak</dc:creator>
				<category><![CDATA[Advertising]]></category>
		<category><![CDATA[Apple]]></category>

		<guid isPermaLink="false">http://the-inbetween.com/?p=1652</guid>
		<description><![CDATA[In the early 2000s, Flash was supposed to revolutionize online advertising. Its animation and drawing capabilities, combined with the scripting and interactivity of ActionScript, were the future. Advertisements that users could play around with, in ways more complex than punching a monkey, were seen as a compelling alternative to the passive ads of tv, print, ...]]></description>
			<content:encoded><![CDATA[<p>In the early 2000s, Flash was supposed to revolutionize online advertising. Its animation and drawing capabilities, combined with the scripting and interactivity of ActionScript, were <em>the future</em>. Advertisements that users could play around with, in ways more complex than punching a monkey, were seen as a compelling alternative to the passive ads of tv, print, and flashing animated gif ads of the past. The word bandied around this type of advertising was &#8220;sticky.&#8221;</p>
<p>None of it stuck. While there has been a lot of good and interesting work over the years, the majority of those types of ads have been forgettable, obnoxious, and irritating. The majority of everything is horrible and Flash ads aren&#8217;t any different, but the stigma stuck. Users became increasingly aggravated and then came two final nails in the coffin.</p>
<p>As browsers opened up and became extensible, ad and Flash blocking add-ons grew increasingly popular. Then Google entered the fray, offering really simple text based ads that had the distinction, thanks to Google&#8217;s massive databases, of being super contextual to where they were placed. Flash <em>experiental</em> ads, while still around, no longer have that optimism anymore.</p>
<p>So with that it was interesting to see Apple focus so much on their new advertising platform, iAds, at last week&#8217;s <a href="http://developer.apple.com/wwdc/">WWDC</a>. They demoed interactive rich media, some would say &#8220;flashy&#8221;, advertisements that were targeted at mobile devices. Words like &#8220;engaging&#8221; were used. The future was likely mentioned. And I feel like I&#8217;ve heard it all before. And I as a user, and as someone that made those same obnoxious Flash ads, don&#8217;t share that optimism and I hope that history repeats.</p>
<p>Apple, of course, doesn&#8217;t want that. It denied Adobe&#8217;s Flash in its iOS. If you want to make these <em>flashy</em> ads on its platforms, you have to do it their way. It, effectively, <a href="http://www.pocketgamer.biz/r/PG.Biz/AdMob+news/news.asp?c=21267">banned Google from advertising on its device</a>. It has strict control of what is and isn&#8217;t allowed in the AppStore, so you&#8217;ll never get an ad blocker (<a href="http://arstechnica.com/apple/news/2010/06/apples-evil-genius-plan-to-punk-the-web-and-gild-the-ipad.ars">even if they push one out in their own browser on the desktop</a>.) It&#8217;s doing everything in its power to control and minimize the things that led to those very same ads becoming the ignored whipping boy of the web.</p>
<p>There&#8217;s just one problem with that strategy and why things are a little different than they were when the wild web was embracing rich ads: there is only one web, but there are other <a href="http://www.android.com/">mobile platforms</a>. It&#8217;ll be interesting to see how iAds are handled and how consumers react.</p>
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		<title>Avatar Days and Red Dead Redemption</title>
		<link>http://the-inbetween.com/2010/06/03/avatar-days-and-red-dead-redemption/</link>
		<comments>http://the-inbetween.com/2010/06/03/avatar-days-and-red-dead-redemption/#comments</comments>
		<pubDate>Fri, 04 Jun 2010 03:38:32 +0000</pubDate>
		<dc:creator>n0wak</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Photography]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://the-inbetween.com/?p=1642</guid>
		<description><![CDATA[
Pirhana Bar&#8217;s &#8220;Avatar Days&#8221; reminds me a lot of Robbie Cooper&#8217;s &#8220;Alter Ego&#8221; project and the subsequent book. Robbie Cooper also created &#8220;Immersion&#8221; which looks at how we look while playing a game rather than how we choose to look within one. He has a blog.
Robbie Cooper &#8220;Alter Ego&#8221;
I don&#8217;t play MMOs; the majority of ...]]></description>
			<content:encoded><![CDATA[<p><object width="620" height="349" data="http://vimeo.com/moogaloop.swf?clip_id=9157869&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=9157869&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=9157869&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="620" height="349"></embed></object></p>
<p><a href="http://www.piranhabar.ie/">Pirhana Bar</a>&#8217;s &#8220;<a href="http://vimeo.com/9157869">Avatar Days</a>&#8221; reminds me a lot of <a href="http://www.robbiecooper.org/">Robbie Cooper</a>&#8217;s &#8220;Alter Ego&#8221; project and the <a href="http://www.amazon.com/Alter-Ego-Avatars-their-Creators/dp/1905712022/">subsequent book</a>. Robbie Cooper also created &#8220;<a href="http://www.youtube.com/watch?v=HfOUhwhdUV0">Immersion</a>&#8221; which looks at how we look while playing a game rather than how we choose to look within one. <a href="http://blog.robbiecooper.org/">He has a blog</a>.</p>
<div class="imageCaption"><img src="http://the-inbetween.com/wp/wp-content/uploads/2010/06/avatars1.jpg" alt="" title="avatars" width="620" height="387" /><span>Robbie Cooper &#8220;Alter Ego&#8221;</span></div>
<p>I don&#8217;t play <acronym title="Massively Multiplayer Online">MMO</acronym>s; the majority of my gaming time is consumed by single player titles. Though many such games involve you taking the role of a character, and sometimes you can even design them, without the social aspect it never really feels like the character you control is an avatar, a direct representation of you. Single player character-driven games, especially the more narrative focused ones, are nothing more than puppeteering. You can do what you want with the strings you&#8217;re given, but nothing more.</p>
<p>Avatars are about ownership and one does not own John Marston in <cite>Red Dead Redemption</cite>. You control him in between story segments, but he is exclusively his own person within the narrative. The set-ups, the order of events, the motivations of the characters exist strictly within Rockstar Games&#8217; realm, but the <em>how</em> is what&#8217;s up to the player. If between moments of severe tension in the Mexican Revolution you decide to go back to the United States to go look for some treasure and pick some flowers, that experience remains yours. If you capture a bounty alive and during the trip back to the local jail you get randomly attacked by a cougar because you decided to take a short cut through a field and you curse at it for killing your horse <em>and</em> your bounty, you have a unique tale to tell.</p>
<p>John Marston&#8217;s story, however, belongs to Rockstar. Everyone that plays it, save those that quit part way through, will have the same narrative and the same outcome. Top down story-telling tends to separate a game&#8217;s character from the player. You <em>control</em> Marston at times, but you are not him. It&#8217;s a small but important difference because when it comes to solitary game experiences, an avatar, as a representation of the user, is solely the result of a player&#8217;s actions. You could switch out John Marston for any other character and it wouldn&#8217;t make a difference. It&#8217;s what you did to get there that counts.</p>
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		<title>Ten</title>
		<link>http://the-inbetween.com/2010/05/10/ten/</link>
		<comments>http://the-inbetween.com/2010/05/10/ten/#comments</comments>
		<pubDate>Tue, 11 May 2010 04:17:08 +0000</pubDate>
		<dc:creator>n0wak</dc:creator>
				<category><![CDATA[indie]]></category>
		<category><![CDATA[self]]></category>

		<guid isPermaLink="false">http://the-inbetween.com/?p=1636</guid>
		<description><![CDATA[As part of a Kickstarter backer reward, I have received a download code for the PC indie game Crayon Physics Deluxe (previous entry about it here). It follows. First person to claim it has it:
GONE

If you do grab it and it works, let me know.
As a side note, as of last week this domain is ...]]></description>
			<content:encoded><![CDATA[<p>As part of a <a href="http://www.kickstarter.com/projects/1188957169/gamma4-kokoromi-brings-legendary-indie-game-showc">Kickstarter backer reward</a>, I have received a download code for the PC indie game <a href="http://www.crayonphysics.com/">Crayon Physics Deluxe</a> (<a href="/2009/01/10/crayon-physics-deluxe/">previous entry about it here</a>). It follows. First person to claim it has it:</p>
<blockquote><p>GONE</p>
</blockquote>
<p>If you do grab it and it works, let me know.</p>
<p>As a side note, as of last week this domain is ten years old which makes it yet another thing making me feel old right now. So to freshen things up I redid the theme. It&#8217;s unfinished and had been sitting in alpha for <em>months</em> as I very anally pushed every single pixel and tweaked every alignment, but I figured this was a good a time to get it out as any. It was about time I upgraded this site to HTML5, if not 100%, to match <a href="http://n0wak.tumblr.com/">my Tumblr</a>.</p>
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		<title>Flight Game</title>
		<link>http://the-inbetween.com/2010/05/02/flight-game/</link>
		<comments>http://the-inbetween.com/2010/05/02/flight-game/#comments</comments>
		<pubDate>Mon, 03 May 2010 03:44:29 +0000</pubDate>
		<dc:creator>n0wak</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[self]]></category>

		<guid isPermaLink="false">http://the-inbetween.com/?p=1629</guid>
		<description><![CDATA[We boarded the plane at high noon. By three in the afternoon I was on the ground again, nearly ten hours passed. A direct flight from Paris to Toronto is eight hours long, but this one had a stop-over in Quebec to let off all the Quebecois. The final one hour stretch from Quebec City ...]]></description>
			<content:encoded><![CDATA[<p>We boarded the plane at high noon. By three in the afternoon I was on the ground again, nearly ten hours passed. A direct flight from Paris to Toronto is eight hours long, but this one had a stop-over in Quebec to let off all the Quebecois. The final one hour stretch from Quebec City to Toronto Pearson airport was wonderful; the majority of passengers had disembarked, leaving a mostly empty and spacious plane for the more English speaking passengers. I kept trying my French with the stewardess, partly out of habit and partly because this might be my last time I can do so for a while. I am now in anglophone land.</p>
<p>The in-flight entertainment was a Hugh Grant and Sarah Jessica Parker movie followed by a <cite>Twilight</cite> movie. Once this was announced and we hit cruising speed I quickly got up and pulled out my little netbook and the thumb drive which I had preloaded with music and some better entertainment. Minutes after booting, I switched off VLC, stopped my movie, and did something rash: I opened Flash CS3.</p>
<p>With my legs stretched out and crossed&#8211;oh how wonderful it was to have seat 1A&#8211;and the EEEPC balanced on my knees, I started <em>making</em> things to kill the time. I set up basic DisplayObject structure, created an mp3 loader and player, played around with audio visualization, created some blurring effects and filters, used the visualization data to generate &#8220;enemies&#8221;, brought in user input and player bullets, and, as a whole, got into a serious groove. In less time than it took to show to horrible movies I had the basis for a playable music game.</p>
<div class="imageCaption"><img src="http://the-inbetween.com/wp/wp-content/uploads/2010/05/flight_game.jpg" alt="Flight Game" title="flight_game" width="800" height="300" /></div>
<p>It probably won&#8217;t amount to much in the end but it stands as a testament to the creative possibilities that arise when you are trapped in an uncomfortable place with nothing to do and no means of escape. If this is true, then my being in Mississauga should herald a new creative era.</p>
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		<title>Hype, Games, and Magic</title>
		<link>http://the-inbetween.com/2010/04/05/hype-games-and-magic/</link>
		<comments>http://the-inbetween.com/2010/04/05/hype-games-and-magic/#comments</comments>
		<pubDate>Mon, 05 Apr 2010 23:05:14 +0000</pubDate>
		<dc:creator>n0wak</dc:creator>
				<category><![CDATA[Apple]]></category>
		<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://the-inbetween.com/?p=1621</guid>
		<description><![CDATA[I realize that such a comparison between the Apple iPad and the Sony PSP is inherently fallacious. Comparing the sales performance of the iPad to the PSP is like comparing the performance of a boat to a plane; they&#8217;re completely different. For one, the low end iPad costs almost twice as much as the PSP ...]]></description>
			<content:encoded><![CDATA[<p>I realize that such a comparison between the <a href="http://www.apple.com/ipad/">Apple iPad</a> and the <a href="http://us.playstation.com/PSP">Sony PSP</a> is inherently fallacious. Comparing the sales performance of the <cite>iPad</cite> to the <cite>PSP</cite> is like comparing the performance of a boat to a plane; they&#8217;re completely different. For one, the <em>low end</em> iPad costs almost twice as much as the <cite>PSP</cite> at launch. On the other hand, the iPad has far greater utility and a lot more software and media available at launch. The <cite>iPad</cite> also has a browser and mp3 player that isn&#8217;t painful to use. So in some ways it evens out.</p>
<p>The one thing that distinguishes both launches is the amount of hype. While the <cite>PSP</cite> had a bit, most of it was contained within the already excitable gamer demographic. The mainstream press, while making mention of it, casually passed it by. There certainly were no marquee features in the likes of <a href="http://www.time.com/time/business/article/0,8599,1976935,00.html">Time magazine, written by Stephen Fry</a>, or anything of the sort. There was no hyperbole about the <cite>PSP</cite> <em>saving</em> media/journalism/print/whatever. It was <em>just</em> another game device.</p>
<p>Today it was revealed that <a href="http://daringfireball.net/linked/2010/04/05/ipad-sales">the iPad sold <strong>300,000</strong> units on launch</a>. People are claiming it&#8217;s a success. It sold more than the <cite>iPhone</cite> originally did, and look how that turned out! Big numbers!</p>
<p>You wouldn&#8217;t know it if you went by the buzz alone, but when the <cite>PSP</cite> launched in North America it sold, in two days<sup><a href="#notehgm1">[1]</a></sup>, <strong><a href="http://news.bbc.co.uk/2/hi/technology/4423235.stm">500,000</a></strong> units. <em>It was considered a flop</em>.</p>
<p>It&#8217;s pretty safe to say that the <cite>PSP</cite> under-performed over its lifetime and didn&#8217;t make the in-roads that Sony hoped it would, but it&#8217;s also pretty far from a failure despite public perception. There are over <a href="http://www.gamasutra.com/php-bin/news_index.php?story=22302">50 million of them</a>. I don&#8217;t care what you&#8217;re selling, if you sell 50 million of it that&#8217;s pretty damned good. You wouldn&#8217;t know it by the hype, and this is where that media perception comes in, <del>but that means there are <strong>20 million</strong> more <cite>PSPs</cite> sold than <a href="http://games.venturebeat.com/2009/03/17/iphone-30-event-30-million-sold-now-thats-a-game-platform/"><cite>iPhones</cite> and <cite>iPod Touchs</cite> combined</a>.</del><ins>OK, yeah, that&#8217;s an old number. There are more of those than <cite>PSPs</cite>s now. But still fewer than <cite>DS</cite>s. See comments</ins></p>
<p>I find this interesting from a media perspective. When I see the actual numbers being so disproportionate from the actual buzz around the devices, I come to two conclusions: 1) Apple&#8217;s marketing is <em>that</em> much better than Sony&#8217;s; 2) Videogames, despite their obvious ubiquity, still get no respect in the media and the <cite>PSP</cite>, being a games-first machine, was duly dismissed. Let&#8217;s not even mention that the <cite>Nintendo DS</cite> is approaching <strong>150 million sold</strong>.</p>
<p>The revolution with simple, accessible computing in magical devices happened long ago. They&#8217;re already all around us.</p>
<ol class="notes">
<li id="notehgm1">I realize I&#8217;m comparing one day sales to two day sales, but with launches like this the vast majority of sales are on day one. There&#8217;s no way that the <cite>iPad</cite> sold more on day two than day one, so I believe the <cite>PSP</cite> still has the edge.</li>
</ol>
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		<title>&#8220;Fauxvist&#8221; Arcadia</title>
		<link>http://the-inbetween.com/2010/02/17/fauxvist-arcadia/</link>
		<comments>http://the-inbetween.com/2010/02/17/fauxvist-arcadia/#comments</comments>
		<pubDate>Wed, 17 Feb 2010 17:54:20 +0000</pubDate>
		<dc:creator>n0wak</dc:creator>
				<category><![CDATA[Art and Design]]></category>
		<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://the-inbetween.com/?p=1612</guid>
		<description><![CDATA[You might remember James Barnett&#8217;s &#8220;fauxvist&#8221; series of videogame landscapes, which I posted on Offworld last summer. He was also one of the very first Kickstarter projects and, because of certain internet community affiliations, I was an early supporter. Thanks in part to all of these things I had the option to have a specially ...]]></description>
			<content:encoded><![CDATA[<p>You might remember <a href="http://jamesbarnett.net/">James Barnett</a>&#8217;s &#8220;fauxvist&#8221; series of videogame landscapes, which I <a href="http://www.offworld.com/2009/06/offworld-gallery-matisse-meets.html">posted on Offworld last summer</a>. He was also one of the very first <a href="http://www.kickstarter.com/projects/jamesbarnett/cheap-art">Kickstarter projects</a> and, because of certain internet community <em>affiliations</em>, I was an early supporter. Thanks in part to all of these things I had the option to have a specially commissioned painting from James. As I very much enjoyed the fauxvist landscapes, I went for more of that. </p>
<p>I thought about what videogame vistas I liked and wanted to see recreated in this fashion (leaned towards <cite>Metroid Prime</cite>, to be honest) but it soon became apparent that I was going abroad and a painting wasn&#8217;t the most practical thing to bring with me, so it morphed into a thank you gift to my friend <a href="http://vectorpoem.com/">JP</a>. The setting became obvious: <cite>Bioshock</cite>&#8217;s <a href="http://bioshock.wikia.com/wiki/Arcadia">Arcadia</a>. I must have a thing for big, artificial environments being consumed by nature (see <cite>Metroid Prime</cite>) because that was my <strong>unbiased</strong> favourite area in <cite>Bioshock</cite>. I figured he&#8217;d appreciate it more anyway on account of, you know, his design work on that specific map. The painting arrived yesterday so I can finally post it:</p>
<div class="imageCaption"><a href="http://the-inbetween.com/wp/wp-content/uploads/2010/02/arcadia.jpg"><img src="http://the-inbetween.com/wp/wp-content/uploads/2010/02/arcadia.jpg" alt="Arcadia"  /></a></div>
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		<title>i Gamer</title>
		<link>http://the-inbetween.com/2010/01/27/i-gamer/</link>
		<comments>http://the-inbetween.com/2010/01/27/i-gamer/#comments</comments>
		<pubDate>Wed, 27 Jan 2010 23:22:42 +0000</pubDate>
		<dc:creator>n0wak</dc:creator>
				<category><![CDATA[Apple]]></category>

		<guid isPermaLink="false">http://the-inbetween.com/?p=1606</guid>
		<description><![CDATA[I&#8217;ve never been much of a gadget person. My current phone, for one extreme example, is five and a half years old. I&#8217;ve been on top of trends and I know what&#8217;s going on in the hardware space, but my primary interest is in software. More specifically speaking, media players and entertainment software. Games. 95% ...]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve never been much of a gadget person. My current phone, for one extreme example, is <em>five and a half</em> years old. I&#8217;ve been on top of trends and I know what&#8217;s going on in the hardware space, but my primary interest is in software. More specifically speaking, media players and entertainment software. Games. 95% of my gadget purchases are pretty much dictated by this, which is why I have every game console released in North America since about 1997. This is the point of view I take to the recent <a href="http://apple.com/ipad">iPad hubbub</a>.</p>
<p>The only reason that I have an iPod Touch is because it came with the MacBook when I bought it, but I&#8217;m glad I do since it turned out to be a decent game device with some, amidst the sea of junk, quality games. The lack of any tactile input does hurt it when it comes to the kind of games I know and love, but for more casual fare the machine performs admirably. The developers that need more precise input have managed with virtual joystick and button setups, some better implemented than others. These generally work because the iPhone&#8217;s form factor is not all that different from the kind of ergonomics we&#8217;ve had since Nintendo released its controller in 1985. It works because it&#8217;s stable. The machine rests between two hands, supported by back fingers, while the thumbs are free, in their natural position, to press things. This is also the form you use when typing with the soft keyboard (or, even, your Blackberry.) It works.</p>
<p>It&#8217;s great that the <a href="http://apple.com/ipad">iPad</a> is backwards compatible with all the Apps that are out there and all those games that you&#8217;ve bought, but I look at its size and weight and wonder how that form factor will affect all those many games. Can you imagine playing a game on your Playstation with a controller that&#8217;s seven and a half inches wide and weighs 1.6 pounds (about 3 times wider and 5 times heavier than the iPhone)? I can&#8217;t, and I&#8217;ve used one of those <a href="http://www.penny-arcade.com/comic/2001/11/28/">massive original XBox controllers</a>. This, as a gamer, is the most glaring problem with the iPad.</p>
<p>And since I started writing this Kotaku has posted a <a href="http://kotaku.com/5458393/hands-on-with-apples-ipad-just-the-games">hands-on impression</a> that basically echoes these thoughts and a piece on a <a href="http://kotaku.com/5458360/ipad-doubts-a-gamers-problems-with-apples-wonder-machine">gamer&#8217;s doubts about the device</a>. Also <a href="http://www.gamasutra.com/view/news/26979/Analysis_The_iPad__Good_For_Gaming.php">a gamasutra piece</a>. So I&#8217;ll leave the thoughts at that.</p>
<p>All told, though, I do hope that this change in ergonomics, making the virtual d-pad awkward, forces developers to really think about the interface, slow down their game designs, and make something nice for this specific platform. Too many rely on old conventions dating back to 1985. When someone does, that&#8217;s when I&#8217;ll consider the device worth my investment. Maybe a nice, <em>original</em> strategy game. One that can also work on the iPod Touch too. I&#8217;d buy it. That gadget works well enough already.</p>
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		<item>
		<title>Technical Difficulties</title>
		<link>http://the-inbetween.com/2010/01/22/technical-difficulties/</link>
		<comments>http://the-inbetween.com/2010/01/22/technical-difficulties/#comments</comments>
		<pubDate>Fri, 22 Jan 2010 21:24:09 +0000</pubDate>
		<dc:creator>n0wak</dc:creator>
				<category><![CDATA[Film and TV]]></category>
		<category><![CDATA[Video]]></category>

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		<description><![CDATA[

This one&#8217;s my favourite on account of the Tangerine Dream








]]></description>
			<content:encoded><![CDATA[<div class="imageCaption"><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/2vEbzaHWV2Q&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/2vEbzaHWV2Q&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></div>
<div class="imageCaption"><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/hVSxevmYKAY&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/hVSxevmYKAY&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></div>
<div class="imageCaption"><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/TgJPmcS2mMc&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/TgJPmcS2mMc&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object><span>This one&#8217;s my favourite on account of the <cite>Tangerine Dream</cite></span></div>
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