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	Comments on: The Suicide Game: Player Perception of Self-destruction in a Game	</title>
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	<link>https://www.jesperjuul.net/ludologist/2008/01/30/the-suicide-game-player-perception-of-self-destruction-in-a-game/</link>
	<description>My name is Jesper Juul, and I am a Ludologist [researcher of the design, meaning, culture, and politics of games]. This is my blog on game research and other important things.</description>
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		<title>
		By: Jesper		</title>
		<link>https://www.jesperjuul.net/ludologist/2008/01/30/the-suicide-game-player-perception-of-self-destruction-in-a-game/comment-page-1/#comment-52845</link>

		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Mon, 10 Mar 2008 15:19:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=432#comment-52845</guid>

					<description><![CDATA[The Wired article links to it, but unfortunately you have to have a subscription to view it.]]></description>
			<content:encoded><![CDATA[<p>The Wired article links to it, but unfortunately you have to have a subscription to view it.</p>
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		<title>
		By: Fabian		</title>
		<link>https://www.jesperjuul.net/ludologist/2008/01/30/the-suicide-game-player-perception-of-self-destruction-in-a-game/comment-page-1/#comment-52844</link>

		<dc:creator><![CDATA[Fabian]]></dc:creator>
		<pubDate>Mon, 10 Mar 2008 08:50:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=432#comment-52844</guid>

					<description><![CDATA[Here&#039;s a little related article on Wired.com. The Ravaja paper sounds interesting. Anybody have a copy?

http://www.wired.com/gaming/gamingreviews/commentary/games/2008/03/gamesfrontiers_0310]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a little related article on Wired.com. The Ravaja paper sounds interesting. Anybody have a copy?</p>
<p><a href="http://www.wired.com/gaming/gamingreviews/commentary/games/2008/03/gamesfrontiers_0310" rel="nofollow ugc">http://www.wired.com/gaming/gamingreviews/commentary/games/2008/03/gamesfrontiers_0310</a></p>
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		<title>
		By: Barry		</title>
		<link>https://www.jesperjuul.net/ludologist/2008/01/30/the-suicide-game-player-perception-of-self-destruction-in-a-game/comment-page-1/#comment-52839</link>

		<dc:creator><![CDATA[Barry]]></dc:creator>
		<pubDate>Wed, 05 Mar 2008 22:50:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=432#comment-52839</guid>

					<description><![CDATA[Just in case you are still curious you might want to check out
Karoshi at http://www.yoyogames.com/games/show/27431 or http://www.venbrux.com/karoshi/karoshi.zip. Seems to be in the same general ballpark. Far more gamey, but still...]]></description>
			<content:encoded><![CDATA[<p>Just in case you are still curious you might want to check out<br />
Karoshi at <a href="http://www.yoyogames.com/games/show/27431" rel="nofollow ugc">http://www.yoyogames.com/games/show/27431</a> or <a href="http://www.venbrux.com/karoshi/karoshi.zip" rel="nofollow ugc">http://www.venbrux.com/karoshi/karoshi.zip</a>. Seems to be in the same general ballpark. Far more gamey, but still&#8230;</p>
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		<title>
		By: Kevin Smith		</title>
		<link>https://www.jesperjuul.net/ludologist/2008/01/30/the-suicide-game-player-perception-of-self-destruction-in-a-game/comment-page-1/#comment-52833</link>

		<dc:creator><![CDATA[Kevin Smith]]></dc:creator>
		<pubDate>Sun, 02 Mar 2008 22:16:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=432#comment-52833</guid>

					<description><![CDATA[Atlus and Sting&#039;s upcoming game titled &quot;Baroque&quot; came to mind while reading this. A remake to be released on the Wii and PS2, IGN has a a good preview up that discusses the mechanic in question. Sorry, but from where I type this I am unable to provide the link myself.]]></description>
			<content:encoded><![CDATA[<p>Atlus and Sting&#8217;s upcoming game titled &#8220;Baroque&#8221; came to mind while reading this. A remake to be released on the Wii and PS2, IGN has a a good preview up that discusses the mechanic in question. Sorry, but from where I type this I am unable to provide the link myself.</p>
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		<title>
		By: Fabian		</title>
		<link>https://www.jesperjuul.net/ludologist/2008/01/30/the-suicide-game-player-perception-of-self-destruction-in-a-game/comment-page-1/#comment-52818</link>

		<dc:creator><![CDATA[Fabian]]></dc:creator>
		<pubDate>Fri, 22 Feb 2008 17:43:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=432#comment-52818</guid>

					<description><![CDATA[Good point, Sam. I was thinking the same thing. Also, I find that in a situation when a gamer has to suddenly quit his game session (time to leave the house, interruption by friends, etc.), they tend to not simply switch off the console but instead (if possible) kill of their own avatar, as if it&#039;s somehow &quot;wrong&quot; to quit a game without the avatar having died.]]></description>
			<content:encoded><![CDATA[<p>Good point, Sam. I was thinking the same thing. Also, I find that in a situation when a gamer has to suddenly quit his game session (time to leave the house, interruption by friends, etc.), they tend to not simply switch off the console but instead (if possible) kill of their own avatar, as if it&#8217;s somehow &#8220;wrong&#8221; to quit a game without the avatar having died.</p>
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		<title>
		By: Philip Tan		</title>
		<link>https://www.jesperjuul.net/ludologist/2008/01/30/the-suicide-game-player-perception-of-self-destruction-in-a-game/comment-page-1/#comment-52809</link>

		<dc:creator><![CDATA[Philip Tan]]></dc:creator>
		<pubDate>Thu, 14 Feb 2008 00:32:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=432#comment-52809</guid>

					<description><![CDATA[We built a class-based shooter in GAMBIT with a suicide bomber character. However, the rapid respawning and ability to change the class (not to mention the character being a bunny with a molotov cocktail) takes much of the sting of &quot;death&quot; away. In fact, it&#039;s a popular character for players who don&#039;t enjoy aiming with mouselook, since all you need to do is get close to your opponent and blow yourself up.

Once you include ragdoll physics, the spectacle of painful death can be mesmerizing. You don&#039;t technically &quot;die&quot; in Skate, for instance, but mess up a skateboard trick and your character will perform a graceful, complex ballet of pain, including faceplants, clotheslines, and the ever-popular stair-rail up your crotch. Not only can you customize your character to look a lot like your real self, you can record every spectacular spill and watch it in slow motion, from different angles.]]></description>
			<content:encoded><![CDATA[<p>We built a class-based shooter in GAMBIT with a suicide bomber character. However, the rapid respawning and ability to change the class (not to mention the character being a bunny with a molotov cocktail) takes much of the sting of &#8220;death&#8221; away. In fact, it&#8217;s a popular character for players who don&#8217;t enjoy aiming with mouselook, since all you need to do is get close to your opponent and blow yourself up.</p>
<p>Once you include ragdoll physics, the spectacle of painful death can be mesmerizing. You don&#8217;t technically &#8220;die&#8221; in Skate, for instance, but mess up a skateboard trick and your character will perform a graceful, complex ballet of pain, including faceplants, clotheslines, and the ever-popular stair-rail up your crotch. Not only can you customize your character to look a lot like your real self, you can record every spectacular spill and watch it in slow motion, from different angles.</p>
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		<title>
		By: nick		</title>
		<link>https://www.jesperjuul.net/ludologist/2008/01/30/the-suicide-game-player-perception-of-self-destruction-in-a-game/comment-page-1/#comment-52808</link>

		<dc:creator><![CDATA[nick]]></dc:creator>
		<pubDate>Mon, 11 Feb 2008 23:45:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=432#comment-52808</guid>

					<description><![CDATA[I don&#039;t really get the sense that my bomb in Every Extend is &quot;me,&quot; but here&#039;s the &quot;quick manual&quot; to the game:

EveryExtend quick manual

  Blow up self to involve enemies.

How to play
  Arrow Key	Move
  &#039;Z&#039;key	Blow up self

You can play with game pad]]></description>
			<content:encoded><![CDATA[<p>I don&#8217;t really get the sense that my bomb in Every Extend is &#8220;me,&#8221; but here&#8217;s the &#8220;quick manual&#8221; to the game:</p>
<p>EveryExtend quick manual</p>
<p>  Blow up self to involve enemies.</p>
<p>How to play<br />
  Arrow Key	Move<br />
  &#8216;Z&#8217;key	Blow up self</p>
<p>You can play with game pad</p>
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		<title>
		By: Sam Tobin		</title>
		<link>https://www.jesperjuul.net/ludologist/2008/01/30/the-suicide-game-player-perception-of-self-destruction-in-a-game/comment-page-1/#comment-52807</link>

		<dc:creator><![CDATA[Sam Tobin]]></dc:creator>
		<pubDate>Mon, 11 Feb 2008 21:58:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=432#comment-52807</guid>

					<description><![CDATA[Is there something like a seeking the &quot;good death&quot; style of play?   I don&#039;t mean just the grim heroics which lie something somewhere between a &quot;stiff upper lip&quot; and &quot;gambatte&quot; when your side of the screen fills with blocks in Tetris or you are overwhelmed with undead in Boxhead.  I&#039;m thinking here of the kind of play which is often pushed outside the circle of games, which is the stylized exploration and fiddling of &quot;sandbox games&quot; like the GTA series.  The  bliss of jumping a BMX off a overpass is not in spite of PC death but because of it, at least in part.  Here I can&#039;t help but think about Freud&#039;s death drive by which &quot;Everything living dies for internal reasons&quot;.  Why not game sessions, PC &quot;lives&quot; or durations of play?  If the game and play are always finite and separate in someways from life might it be that  to play them is to play with how we end this  aberrant state, and return to the inorganic/preludic?  
Plus, suicide by grenade in Halo is really fun.]]></description>
			<content:encoded><![CDATA[<p>Is there something like a seeking the &#8220;good death&#8221; style of play?   I don&#8217;t mean just the grim heroics which lie something somewhere between a &#8220;stiff upper lip&#8221; and &#8220;gambatte&#8221; when your side of the screen fills with blocks in Tetris or you are overwhelmed with undead in Boxhead.  I&#8217;m thinking here of the kind of play which is often pushed outside the circle of games, which is the stylized exploration and fiddling of &#8220;sandbox games&#8221; like the GTA series.  The  bliss of jumping a BMX off a overpass is not in spite of PC death but because of it, at least in part.  Here I can&#8217;t help but think about Freud&#8217;s death drive by which &#8220;Everything living dies for internal reasons&#8221;.  Why not game sessions, PC &#8220;lives&#8221; or durations of play?  If the game and play are always finite and separate in someways from life might it be that  to play them is to play with how we end this  aberrant state, and return to the inorganic/preludic?<br />
Plus, suicide by grenade in Halo is really fun.</p>
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		<title>
		By: Jesper		</title>
		<link>https://www.jesperjuul.net/ludologist/2008/01/30/the-suicide-game-player-perception-of-self-destruction-in-a-game/comment-page-1/#comment-52806</link>

		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Sat, 09 Feb 2008 17:12:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=432#comment-52806</guid>

					<description><![CDATA[I think the issue is basically the fictional representation/motivation of the concrete player task. In Every Extend, it is not &quot;you&quot; that is blowing up, you think?]]></description>
			<content:encoded><![CDATA[<p>I think the issue is basically the fictional representation/motivation of the concrete player task. In Every Extend, it is not &#8220;you&#8221; that is blowing up, you think?</p>
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		<title>
		By: nick		</title>
		<link>https://www.jesperjuul.net/ludologist/2008/01/30/the-suicide-game-player-perception-of-self-destruction-in-a-game/comment-page-1/#comment-52805</link>

		<dc:creator><![CDATA[nick]]></dc:creator>
		<pubDate>Sat, 09 Feb 2008 05:22:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=432#comment-52805</guid>

					<description><![CDATA[I guess I could elaborate on that - I&#039;m thinking that there are quite a few &quot;suicidal&quot; actions essential to the mechanics of existing games, including Every Extend, an interactive fiction piece which I won&#039;t name for spoiling it, and The Suicide Bombing Game. If you give suicide (&quot;blow self up&quot;) a cheery frame, as in Every Extend, no one has a problem with it. And it seems like The Suicide Game here could be reskinned as a &quot;pick up the four objects to make yourself into a golden god&quot; game, which would not trouble players. So, I wonder if this issue of self-destruction really has anything to do with the rules and workings of a game.]]></description>
			<content:encoded><![CDATA[<p>I guess I could elaborate on that &#8211; I&#8217;m thinking that there are quite a few &#8220;suicidal&#8221; actions essential to the mechanics of existing games, including Every Extend, an interactive fiction piece which I won&#8217;t name for spoiling it, and The Suicide Bombing Game. If you give suicide (&#8220;blow self up&#8221;) a cheery frame, as in Every Extend, no one has a problem with it. And it seems like The Suicide Game here could be reskinned as a &#8220;pick up the four objects to make yourself into a golden god&#8221; game, which would not trouble players. So, I wonder if this issue of self-destruction really has anything to do with the rules and workings of a game.</p>
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