<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Interview with Frank Lantz</title>
	<atom:link href="http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/feed/" rel="self" type="application/rss+xml" />
	<link>http://tale-of-tales.com/blog</link>
	<description>Auriea Harvey &#38; Michaël Samyn telling tales of Tale of Tales</description>
	<lastBuildDate>Fri, 19 Mar 2010 19:10:15 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Leapfroglog - Are games media or design objects?</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-46889</link>
		<dc:creator>Leapfroglog - Are games media or design objects?</dc:creator>
		<pubDate>Fri, 15 Jan 2010 08:40:44 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-46889</guid>
		<description>[...] an idea of what I mean by “being with Mr. Lantz”, you could do worse that to read this interview with him at the Tale of Tales [...]</description>
		<content:encoded><![CDATA[<p>[...] an idea of what I mean by “being with Mr. Lantz”, you could do worse that to read this interview with him at the Tale of Tales [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Linkservice voor 9-11-2009 &#8211; Bashers</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-43857</link>
		<dc:creator>Linkservice voor 9-11-2009 &#8211; Bashers</dc:creator>
		<pubDate>Tue, 10 Nov 2009 06:31:34 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-43857</guid>
		<description>[...] Tale of Tales interviewt Frank LantzDe Vlaamse arthousestudio spreekt Drop7-maker Frank Lantz. Extreem interessant. [...]</description>
		<content:encoded><![CDATA[<p>[...] Tale of Tales interviewt Frank LantzDe Vlaamse arthousestudio spreekt Drop7-maker Frank Lantz. Extreem interessant. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Lin Swimmer</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-43662</link>
		<dc:creator>Lin Swimmer</dc:creator>
		<pubDate>Sat, 07 Nov 2009 06:09:53 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-43662</guid>
		<description>Whoa; huge diss on Alexandre Dumas! That&#039;s not cool!</description>
		<content:encoded><![CDATA[<p>Whoa; huge diss on Alexandre Dumas! That&#8217;s not cool!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-43542</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Wed, 04 Nov 2009 16:10:26 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-43542</guid>
		<description>I&#039;m not sure I&#039;m familiar with these logs, David. Is it a new form of literature? :)</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure I&#8217;m familiar with these logs, David. Is it a new form of literature? :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: David Hayward</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-43531</link>
		<dc:creator>David Hayward</dc:creator>
		<pubDate>Wed, 04 Nov 2009 11:14:17 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-43531</guid>
		<description>Michaël, just so you know, your three comments starting with &quot;I’m playing Drop7 at the moment. It’s brilliant! :)&quot; read like one of those awful character logs that get strewn everywhere in FPSes.</description>
		<content:encoded><![CDATA[<p>Michaël, just so you know, your three comments starting with &#8220;I’m playing Drop7 at the moment. It’s brilliant! :)&#8221; read like one of those awful character logs that get strewn everywhere in FPSes.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Game Retail Store » The Week In Video Game Criticism: The Beatles, Torchlight, Prince Of Persia</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-43519</link>
		<dc:creator>Game Retail Store » The Week In Video Game Criticism: The Beatles, Torchlight, Prince Of Persia</dc:creator>
		<pubDate>Wed, 04 Nov 2009 09:00:42 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-43519</guid>
		<description>[...] Carlton recommended me this one, and just from a quick scan I think some of the questions that the Tale of Tales interviewers ask of interviewee Frank Lantz are more interesting than the [...]</description>
		<content:encoded><![CDATA[<p>[...] Carlton recommended me this one, and just from a quick scan I think some of the questions that the Tale of Tales interviewers ask of interviewee Frank Lantz are more interesting than the [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Bryant Drew Jones &#124; Spry Bry</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-43192</link>
		<dc:creator>Bryant Drew Jones &#124; Spry Bry</dc:creator>
		<pubDate>Sat, 31 Oct 2009 15:42:19 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-43192</guid>
		<description>[...] So many gems of insight! I love the discussion on playfulness in video games. [...]</description>
		<content:encoded><![CDATA[<p>[...] So many gems of insight! I love the discussion on playfulness in video games. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42875</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Tue, 27 Oct 2009 23:08:49 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42875</guid>
		<description>And you me. ;)

I didn&#039;t mean to say that abstraction is antithetical to emotion. Just that music, and sound in general, often carries a lot of information, that may or may not trigger emotions. The abstract, by definition, does not carry such information. The abstract can rarely be described as &quot;spooky&quot; or &quot;otherworldly&quot; for instance. I think some people enjoy abstraction a lot. I tend to prefer the anecdotal. :)</description>
		<content:encoded><![CDATA[<p>And you me. ;)</p>
<p>I didn&#8217;t mean to say that abstraction is antithetical to emotion. Just that music, and sound in general, often carries a lot of information, that may or may not trigger emotions. The abstract, by definition, does not carry such information. The abstract can rarely be described as &#8220;spooky&#8221; or &#8220;otherworldly&#8221; for instance. I think some people enjoy abstraction a lot. I tend to prefer the anecdotal. :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: breadbasket</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42848</link>
		<dc:creator>breadbasket</dc:creator>
		<pubDate>Tue, 27 Oct 2009 14:47:34 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42848</guid>
		<description>Well, I certainly agree that music is more adept at plucking our heartstrings than a game, abstract or otherwise! I don&#039;t feel that abstraction is antithetical to emotion, though... I find certain music deeply moving but difficult or impossible to explain, even with the ability to analyze its most basic elements via a score or computer-aided spectrum analysis. To me, abstraction has less to do with quantity of information and more to do with a lack of specificity or meaning...

It&#039;s true that instrumentation and (of course) lyrics can carry a lot of information about the origin or intent of a piece but, personally, that kind of information tends to have very little to do with the reasons I care about music. For example, I enjoy Gagaku, ancient japanese court music, because of the spooky, other-worldly instruments and glacially slow pacing, not because I&#039;m especially interested in ancient japan.

By the way, thanks for indulging me in these tangents!</description>
		<content:encoded><![CDATA[<p>Well, I certainly agree that music is more adept at plucking our heartstrings than a game, abstract or otherwise! I don&#8217;t feel that abstraction is antithetical to emotion, though&#8230; I find certain music deeply moving but difficult or impossible to explain, even with the ability to analyze its most basic elements via a score or computer-aided spectrum analysis. To me, abstraction has less to do with quantity of information and more to do with a lack of specificity or meaning&#8230;</p>
<p>It&#8217;s true that instrumentation and (of course) lyrics can carry a lot of information about the origin or intent of a piece but, personally, that kind of information tends to have very little to do with the reasons I care about music. For example, I enjoy Gagaku, ancient japanese court music, because of the spooky, other-worldly instruments and glacially slow pacing, not because I&#8217;m especially interested in ancient japan.</p>
<p>By the way, thanks for indulging me in these tangents!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42825</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Tue, 27 Oct 2009 08:24:33 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42825</guid>
		<description>Hm. Music is rarely abstract for me. A single note can be enough to bring me to tears. Music is linked so closely to emotions. The sound of a certain instrument expresses the atmosphere of that instrument&#039;s origin and place in history. It&#039;s almost overwhelming how much information music contains. Math or abstract games seem very barren compared to that, for me.</description>
		<content:encoded><![CDATA[<p>Hm. Music is rarely abstract for me. A single note can be enough to bring me to tears. Music is linked so closely to emotions. The sound of a certain instrument expresses the atmosphere of that instrument&#8217;s origin and place in history. It&#8217;s almost overwhelming how much information music contains. Math or abstract games seem very barren compared to that, for me.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: breadbasket</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42781</link>
		<dc:creator>breadbasket</dc:creator>
		<pubDate>Mon, 26 Oct 2009 19:30:27 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42781</guid>
		<description>Agreed, I think that makes sense. I also feel that there is a strong similarity between listening - and performing - music and the kind of thinking produced by games such as drop7. Both feel fundamentally abstract or unknowable to be in an interesting way. They are able to exist outside of language in a way that movies and books cannot, or at least tend not to be able to.

Maybe that&#039;s why I like &#039;em!</description>
		<content:encoded><![CDATA[<p>Agreed, I think that makes sense. I also feel that there is a strong similarity between listening &#8211; and performing &#8211; music and the kind of thinking produced by games such as drop7. Both feel fundamentally abstract or unknowable to be in an interesting way. They are able to exist outside of language in a way that movies and books cannot, or at least tend not to be able to.</p>
<p>Maybe that&#8217;s why I like &#8216;em!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42777</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Mon, 26 Oct 2009 18:27:01 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42777</guid>
		<description>I think I agree that it&#039;s a matter of value that one attaches to certain types of thought. I&#039;m also vaguely reminded of my personal dislike of mathematics, while other people consider mathematics to be very meaningful and deep. The pleasure that mathematics gives to those people seems similar to the pleasure people get out of interacting with game systems.</description>
		<content:encoded><![CDATA[<p>I think I agree that it&#8217;s a matter of value that one attaches to certain types of thought. I&#8217;m also vaguely reminded of my personal dislike of mathematics, while other people consider mathematics to be very meaningful and deep. The pleasure that mathematics gives to those people seems similar to the pleasure people get out of interacting with game systems.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: breadbasket</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42773</link>
		<dc:creator>breadbasket</dc:creator>
		<pubDate>Mon, 26 Oct 2009 18:05:53 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42773</guid>
		<description>Hi all

The idea of games PREVENTING thinking is a provocative statement. It isn&#039;t a statement that feels true, however; more likely this is a reflection of the kinds of thoughts that you personally find valuable or interesting. I&#039;m not sure that it is fair or wise to claim that thinking about the most efficient way to break some circles in drop7 is somehow less valuable than thinking about the latest adventures of Sasha Cohen, or attending a performance of Petrushka.

Personally, the glassy-eyed stare of the tv or movie viewer lulled into a childlike state by the expert use of timing and musical queues makes me far more uncomfortable. Maybe it&#039;s simply an illusion created by the fundamental differences between passive vs active entertainment/art/whatever.

All that said, I too find myself wishing I could have those dozen hours back that I spent on a not-so-rewarding game (although not in the case of drop7!). However I also wish I hadn&#039;t bothered to watch movies such as AI, or read books such as The Count of Montecristo.</description>
		<content:encoded><![CDATA[<p>Hi all</p>
<p>The idea of games PREVENTING thinking is a provocative statement. It isn&#8217;t a statement that feels true, however; more likely this is a reflection of the kinds of thoughts that you personally find valuable or interesting. I&#8217;m not sure that it is fair or wise to claim that thinking about the most efficient way to break some circles in drop7 is somehow less valuable than thinking about the latest adventures of Sasha Cohen, or attending a performance of Petrushka.</p>
<p>Personally, the glassy-eyed stare of the tv or movie viewer lulled into a childlike state by the expert use of timing and musical queues makes me far more uncomfortable. Maybe it&#8217;s simply an illusion created by the fundamental differences between passive vs active entertainment/art/whatever.</p>
<p>All that said, I too find myself wishing I could have those dozen hours back that I spent on a not-so-rewarding game (although not in the case of drop7!). However I also wish I hadn&#8217;t bothered to watch movies such as AI, or read books such as The Count of Montecristo.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42673</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Sun, 25 Oct 2009 07:56:48 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42673</guid>
		<description>And now I find myself actively resisting, refusing to play Drop7. In favour of doing nothing, just lying in bed, looking around.

I enjoy Drop 7, I think, because it makes part of my brain do things that it likes to do without having to think about it much. But, unlike doing nothing, it also seems to actively &lt;I&gt;prevent&lt;/I&gt; thinking. This is how I end up feeling empty inside after playing.

Other sorts of entertainment not only require me to think but they stimulate and trigger all sorts of thoughts, that may or may not have anything to do with the game/painting/novel/music etc. And that&#039;s how I end up feeling full afterwards, not empty.</description>
		<content:encoded><![CDATA[<p>And now I find myself actively resisting, refusing to play Drop7. In favour of doing nothing, just lying in bed, looking around.</p>
<p>I enjoy Drop 7, I think, because it makes part of my brain do things that it likes to do without having to think about it much. But, unlike doing nothing, it also seems to actively <i>prevent</i> thinking. This is how I end up feeling empty inside after playing.</p>
<p>Other sorts of entertainment not only require me to think but they stimulate and trigger all sorts of thoughts, that may or may not have anything to do with the game/painting/novel/music etc. And that&#8217;s how I end up feeling full afterwards, not empty.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42650</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Sat, 24 Oct 2009 08:52:31 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42650</guid>
		<description>But why am I playing Drop7?
I have an urge to play it, I&#039;m amused while I&#039;m playing it. But when I stop playing, it leaves me feeling empty inside. And sorry about the time I wasted on it.</description>
		<content:encoded><![CDATA[<p>But why am I playing Drop7?<br />
I have an urge to play it, I&#8217;m amused while I&#8217;m playing it. But when I stop playing, it leaves me feeling empty inside. And sorry about the time I wasted on it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42630</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Fri, 23 Oct 2009 09:22:12 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42630</guid>
		<description>I&#039;m playing Drop7 at the moment. It&#039;s brilliant! :)</description>
		<content:encoded><![CDATA[<p>I&#8217;m playing Drop7 at the moment. It&#8217;s brilliant! :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42400</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Sat, 17 Oct 2009 15:56:28 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42400</guid>
		<description>I&#039;m not so interested in the interactivity between people. At least not in terms of designing that interactivity. But I am interested in interactivity between humans and computers, or more broadly, between humans and what computers can present (stories, images, sounds, etc). I am aware of the fact that games are ancient. This is one of the reasons why, as a designer, they don&#039;t interest me much. As an artist, I have nothing to add to chess. But the computer still holds a lot of potential for me.

I think games, as an ancient form, are not the ideal vehicle to research the potential of computers. The risk exists that we get stuck in perfecting game design as such, with the aid of computers, and not go beyond that and find out what else, what new the computer can do, in terms of entertainment and art. That&#039;s what I mean when I say that games are holding back the medium, or that they force certain formats (such as linearity).

I agree that games are a field worthy of study. In and of themselves and with relation to designing interaction with computers. All I&#039;m saying is that we should not stop there. There&#039;s many other fields that can be equally inspiring when designing interaction with computers.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not so interested in the interactivity between people. At least not in terms of designing that interactivity. But I am interested in interactivity between humans and computers, or more broadly, between humans and what computers can present (stories, images, sounds, etc). I am aware of the fact that games are ancient. This is one of the reasons why, as a designer, they don&#8217;t interest me much. As an artist, I have nothing to add to chess. But the computer still holds a lot of potential for me.</p>
<p>I think games, as an ancient form, are not the ideal vehicle to research the potential of computers. The risk exists that we get stuck in perfecting game design as such, with the aid of computers, and not go beyond that and find out what else, what new the computer can do, in terms of entertainment and art. That&#8217;s what I mean when I say that games are holding back the medium, or that they force certain formats (such as linearity).</p>
<p>I agree that games are a field worthy of study. In and of themselves and with relation to designing interaction with computers. All I&#8217;m saying is that we should not stop there. There&#8217;s many other fields that can be equally inspiring when designing interaction with computers.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Charles</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42394</link>
		<dc:creator>Charles</dc:creator>
		<pubDate>Sat, 17 Oct 2009 13:23:14 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42394</guid>
		<description>This isn&#039;t about winning or losing, it&#039;s about having a fruitful exchange, which can only take place if the participants are willing to clarify what they actually mean when they say something. I&#039;m not trying to threaten the &quot;diversity of meanings&quot;, I&#039;m just asking what you meant when you used this specific word in this specific instance. Maybe you didn&#039;t mean anything in particular, which is fine, but simply say so.

For example, I can gather from your response that you associate the term &#039;interactivity&#039; with computers. This is fine and I think is actually a widely held association. I happen to not agree with it. I think that all games are interactive systems whether they&#039;re governed by computers or human beings. 

Which brings me to my original point that if you&#039;re interested in rule based interaction between human beings you have to look at games, because they&#039;ve been dealing with it for several thousand years.

And we can have a discussion about that, and exchange ideas, because now we both know what each one of us means when we use that word. So I guess I&#039;ll ask again, because I&#039;m genuinely curious, what did you mean when you said &quot;In the case of video games, the game backbone forces games to be linear...&quot;?</description>
		<content:encoded><![CDATA[<p>This isn&#8217;t about winning or losing, it&#8217;s about having a fruitful exchange, which can only take place if the participants are willing to clarify what they actually mean when they say something. I&#8217;m not trying to threaten the &#8220;diversity of meanings&#8221;, I&#8217;m just asking what you meant when you used this specific word in this specific instance. Maybe you didn&#8217;t mean anything in particular, which is fine, but simply say so.</p>
<p>For example, I can gather from your response that you associate the term &#8216;interactivity&#8217; with computers. This is fine and I think is actually a widely held association. I happen to not agree with it. I think that all games are interactive systems whether they&#8217;re governed by computers or human beings. </p>
<p>Which brings me to my original point that if you&#8217;re interested in rule based interaction between human beings you have to look at games, because they&#8217;ve been dealing with it for several thousand years.</p>
<p>And we can have a discussion about that, and exchange ideas, because now we both know what each one of us means when we use that word. So I guess I&#8217;ll ask again, because I&#8217;m genuinely curious, what did you mean when you said &#8220;In the case of video games, the game backbone forces games to be linear&#8230;&#8221;?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42375</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Sat, 17 Oct 2009 07:14:00 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42375</guid>
		<description>I don&#039;t like defining terms because then the discussion switches to a semantic one of which the only purpose is for someone to &quot;win&quot; over somebody else. And you may have gathered by now that winning (or losing , for that matter) is something I&#039;m not into either. :)

Instead, allow me to be fascinated by the diversity of meanings that humans give to words. I wouldn&#039;t want that to go away. :)

I&#039;m not sure if, at the end of the day, I&#039;m interested in interactivity as such. I like how a computer can do things and a person can do things together with a computer. I like how fiction and reality melt into one. The player does something and the computer interprets it and does something back, etc. I like this kind of conversation with a story.

I don&#039;t particularly like playing games with a computer. I think humans are better at that. Playing games with humans is much more fun.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t like defining terms because then the discussion switches to a semantic one of which the only purpose is for someone to &#8220;win&#8221; over somebody else. And you may have gathered by now that winning (or losing , for that matter) is something I&#8217;m not into either. :)</p>
<p>Instead, allow me to be fascinated by the diversity of meanings that humans give to words. I wouldn&#8217;t want that to go away. :)</p>
<p>I&#8217;m not sure if, at the end of the day, I&#8217;m interested in interactivity as such. I like how a computer can do things and a person can do things together with a computer. I like how fiction and reality melt into one. The player does something and the computer interprets it and does something back, etc. I like this kind of conversation with a story.</p>
<p>I don&#8217;t particularly like playing games with a computer. I think humans are better at that. Playing games with humans is much more fun.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Charles</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42367</link>
		<dc:creator>Charles</dc:creator>
		<pubDate>Sat, 17 Oct 2009 04:36:15 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42367</guid>
		<description>You haven&#039;t really answered my question and defined exactly what you mean by &#039;linear&#039; or &#039;linearity&#039;, so I can&#039;t really respond to you. I will say though that we clearly mean different things when we use those words.

You also didn&#039;t answer my question of why you claim there&#039;s a lack of experimentation in games or interactivity in general. 

Anyway, it&#039;s fine to not be into games, but if you&#039;re interested in  interactivity you MUST be familiar with them. Games are one of our oldest forms of culture; they&#039;ve been dealing with interactivity in more depth and for longer than anything else.</description>
		<content:encoded><![CDATA[<p>You haven&#8217;t really answered my question and defined exactly what you mean by &#8216;linear&#8217; or &#8216;linearity&#8217;, so I can&#8217;t really respond to you. I will say though that we clearly mean different things when we use those words.</p>
<p>You also didn&#8217;t answer my question of why you claim there&#8217;s a lack of experimentation in games or interactivity in general. </p>
<p>Anyway, it&#8217;s fine to not be into games, but if you&#8217;re interested in  interactivity you MUST be familiar with them. Games are one of our oldest forms of culture; they&#8217;ve been dealing with interactivity in more depth and for longer than anything else.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42345</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Fri, 16 Oct 2009 17:19:25 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42345</guid>
		<description>Linearity was just an example. You&#039;re probably right that it&#039;s often included through imitation of other media. Though the very notion of winning and losing already implies linearity.

I&#039;m afraid games as such don&#039;t interest me much, experimental or otherwise. I&#039;m more interested in what else can be done with the interactive medium.</description>
		<content:encoded><![CDATA[<p>Linearity was just an example. You&#8217;re probably right that it&#8217;s often included through imitation of other media. Though the very notion of winning and losing already implies linearity.</p>
<p>I&#8217;m afraid games as such don&#8217;t interest me much, experimental or otherwise. I&#8217;m more interested in what else can be done with the interactive medium.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Charles</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42344</link>
		<dc:creator>Charles</dc:creator>
		<pubDate>Fri, 16 Oct 2009 16:58:01 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42344</guid>
		<description>Could you define how you&#039;re using the word &#039;linear&#039;? From where I&#039;m standing it&#039;s games that have the reputation for being non-linear (what with all that &#039;emergence&#039;) while most other forms of art are either linear or static. It&#039;s the effort to make games resemble other kinds of art forms that has made them more linear.

Also, what evidence do you have that there&#039;s no experimentation going on in games? I hear this phrase thrown around a lot, usually by people who are only paying attention to what&#039;s being released on the consoles. There&#039;s much more going on than just what appears on the major platforms.</description>
		<content:encoded><![CDATA[<p>Could you define how you&#8217;re using the word &#8216;linear&#8217;? From where I&#8217;m standing it&#8217;s games that have the reputation for being non-linear (what with all that &#8216;emergence&#8217;) while most other forms of art are either linear or static. It&#8217;s the effort to make games resemble other kinds of art forms that has made them more linear.</p>
<p>Also, what evidence do you have that there&#8217;s no experimentation going on in games? I hear this phrase thrown around a lot, usually by people who are only paying attention to what&#8217;s being released on the consoles. There&#8217;s much more going on than just what appears on the major platforms.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42313</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Fri, 16 Oct 2009 07:07:00 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42313</guid>
		<description>Not if the backbone pushes something to take an awkward shape. In the case of video games, the game backbone forces games to be linear, for instance.

The Path was &lt;I&gt;designed&lt;/I&gt; to be as successful as possible. I agree there is some merit in appealing to a big audience. But public success is by no means a proof of artistic quality.

More importantly, though, I think we need to experiment with this new medium. I understand that being conservative is somewhat trendy these days. But I think it&#039;s a shame and a waste that we keep doing the same old thing over and over again instead of exploring the enormous new potential that this medium is giving us. Obviously exploration experiments will not be as successful as products that re-use conventions. But that shouldn&#039;t stop us.

I believe that there&#039;s something out there that is huge. And we won&#039;t find it by running after our own tails.</description>
		<content:encoded><![CDATA[<p>Not if the backbone pushes something to take an awkward shape. In the case of video games, the game backbone forces games to be linear, for instance.</p>
<p>The Path was <i>designed</i> to be as successful as possible. I agree there is some merit in appealing to a big audience. But public success is by no means a proof of artistic quality.</p>
<p>More importantly, though, I think we need to experiment with this new medium. I understand that being conservative is somewhat trendy these days. But I think it&#8217;s a shame and a waste that we keep doing the same old thing over and over again instead of exploring the enormous new potential that this medium is giving us. Obviously exploration experiments will not be as successful as products that re-use conventions. But that shouldn&#8217;t stop us.</p>
<p>I believe that there&#8217;s something out there that is huge. And we won&#8217;t find it by running after our own tails.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Charles</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42292</link>
		<dc:creator>Charles</dc:creator>
		<pubDate>Thu, 15 Oct 2009 22:50:46 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42292</guid>
		<description>Michael, doesn&#039;t the fact that something is a &quot;backbone&quot; indicate that it&#039;s more than &quot;just a detail&#039;?

Also, I would point out that Tale of Tales most successful release, The Path, is also your most &#039;game-like&#039;, with puzzles and goals and winning and losing. How do you explain that?</description>
		<content:encoded><![CDATA[<p>Michael, doesn&#8217;t the fact that something is a &#8220;backbone&#8221; indicate that it&#8217;s more than &#8220;just a detail&#8217;?</p>
<p>Also, I would point out that Tale of Tales most successful release, The Path, is also your most &#8216;game-like&#8217;, with puzzles and goals and winning and losing. How do you explain that?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42291</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Thu, 15 Oct 2009 22:43:23 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42291</guid>
		<description>We use traditional game rules where it feels appropriate. We just don&#039;t feel &lt;I&gt;obliged&lt;/I&gt; to include them in our designs.
As for The Path, actually, you didn&#039;t fail because you found too little objects. You failed because you obeyed your mother&#039;s command (&quot;stay on the path&quot;) and this is not how the story goes. You failed to tell the story. Collecting is a completely optional activity in The Path.</description>
		<content:encoded><![CDATA[<p>We use traditional game rules where it feels appropriate. We just don&#8217;t feel <i>obliged</i> to include them in our designs.<br />
As for The Path, actually, you didn&#8217;t fail because you found too little objects. You failed because you obeyed your mother&#8217;s command (&#8220;stay on the path&#8221;) and this is not how the story goes. You failed to tell the story. Collecting is a completely optional activity in The Path.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Reid Kimball</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42276</link>
		<dc:creator>Reid Kimball</dc:creator>
		<pubDate>Thu, 15 Oct 2009 19:32:34 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42276</guid>
		<description>Michael,

You said, ToT tries to &quot;remove gameplay as much as possible.&quot;

Correct me if I&#039;m wrong, but in The Path, you do have traditional game rules. I &quot;failed&quot; one time because I didn&#039;t collect enough objects. I wasn&#039;t even told I was supposed to do that. I was so angry and disappointed I never played it again.</description>
		<content:encoded><![CDATA[<p>Michael,</p>
<p>You said, ToT tries to &#8220;remove gameplay as much as possible.&#8221;</p>
<p>Correct me if I&#8217;m wrong, but in The Path, you do have traditional game rules. I &#8220;failed&#8221; one time because I didn&#8217;t collect enough objects. I wasn&#8217;t even told I was supposed to do that. I was so angry and disappointed I never played it again.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tweets that mention Tale of Tales » Interview with Frank Lantz -- Topsy.com</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42271</link>
		<dc:creator>Tweets that mention Tale of Tales » Interview with Frank Lantz -- Topsy.com</dc:creator>
		<pubDate>Thu, 15 Oct 2009 18:54:54 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42271</guid>
		<description>[...] This post was mentioned on Twitter by eduardo omine and sjane4prez, Michel. Michel said: Most interviews with game designers I read really only highlight their ignorance of the field-Looking at you ToT &amp; Lantz http://is.gd/4jPgm [...]</description>
		<content:encoded><![CDATA[<p>[...] This post was mentioned on Twitter by eduardo omine and sjane4prez, Michel. Michel said: Most interviews with game designers I read really only highlight their ignorance of the field-Looking at you ToT &amp; Lantz <a href="http://is.gd/4jPgm" rel="nofollow">http://is.gd/4jPgm</a> [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/comment-page-1/#comment-42234</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Thu, 15 Oct 2009 08:28:22 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?page_id=2196#comment-42234</guid>
		<description>&lt;blockquote cite=&quot;Frank Lantz&quot;&gt;Maybe 3D video games will evolve into immersive, interactive, real-time story-spaces without the competition, challenge, and winning and losing of games. It’s possible. But I don’t see a lot of evidence of it. I don’t see a lot of promising embryonic examples of this type of thing, I don’t see a ton of green shoots in this direction.&lt;/blockquote&gt;

Then you are blind, Mr Lantz. Video games are filled with examples of this! Almost every commercial game is a demonstration of the immersive and narrative power of realtime technology. It&#039;s true that most video games still have a game as their backbone. But that&#039;s just a detail. It may go away. Or it may not. What matters is the other things that happen. And sometimes videogames, even today, allow us to enjoy them, despite of the game structure (or in rare cases, the game structure contributes because it happens to be a story about conquest or another game-related theme).

At Tale of Tales, we may be a bit too extreme in our desire to remove gameplay as much as possible. But I&#039;m sure that in the next generation of video game designers, there will be people who will solve this problem. And then video games will become a true medium that will rise above its current status of comic book equivalent and rival literature, theatre and cinema.

That doesn&#039;t mean that games are not a perfectly fine thing to make and play. It just means that something new has entered the world. And it&#039;s fascinating!</description>
		<content:encoded><![CDATA[<blockquote cite="Frank Lantz"><p>Maybe 3D video games will evolve into immersive, interactive, real-time story-spaces without the competition, challenge, and winning and losing of games. It’s possible. But I don’t see a lot of evidence of it. I don’t see a lot of promising embryonic examples of this type of thing, I don’t see a ton of green shoots in this direction.</p></blockquote>
<p>Then you are blind, Mr Lantz. Video games are filled with examples of this! Almost every commercial game is a demonstration of the immersive and narrative power of realtime technology. It&#8217;s true that most video games still have a game as their backbone. But that&#8217;s just a detail. It may go away. Or it may not. What matters is the other things that happen. And sometimes videogames, even today, allow us to enjoy them, despite of the game structure (or in rare cases, the game structure contributes because it happens to be a story about conquest or another game-related theme).</p>
<p>At Tale of Tales, we may be a bit too extreme in our desire to remove gameplay as much as possible. But I&#8217;m sure that in the next generation of video game designers, there will be people who will solve this problem. And then video games will become a true medium that will rise above its current status of comic book equivalent and rival literature, theatre and cinema.</p>
<p>That doesn&#8217;t mean that games are not a perfectly fine thing to make and play. It just means that something new has entered the world. And it&#8217;s fascinating!</p>
]]></content:encoded>
	</item>
</channel>
</rss>
