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	<title>Comments on: Feminist Wormhole Geometry</title>
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	<link>http://www.slab-mag.com/2008/05/25/feminist-wormhole-geometry/</link>
	<description>The Heuristic Journal for Gonzo Blurbanism</description>
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		<title>By: Jimmy Stamp</title>
		<link>http://www.slab-mag.com/2008/05/25/feminist-wormhole-geometry/comment-page-1/#comment-1677</link>
		<dc:creator>Jimmy Stamp</dc:creator>
		<pubDate>Wed, 28 May 2008 17:49:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.slab-mag.com/2008/05/25/feminist-wormhole-geometry/#comment-1677</guid>
		<description>Great commentary. I saw a review of this in Wired a while back and it was almost enough to make me buy a video game system. Almost. As far as other games go, I&#039;d say that architecture and urbanism are inseparable from gamplay in the Grand Theft Auto series. Even more so as the series progresses and the in-world cities become larger and larger and increasingly mirror real-world counterparts. For example, there are shot-for-shot comparisons of GTAIV&#039;s Liberty city and the real-world New York. Wandering around on a motorcycle up stairs and off rooftops is more fun than actually following the game narrative. Like some sort of virtual urban parkour. Then there&#039;s the person who created a game &quot;level&quot; painstakingly modeled after Falling Water.  Surely it&#039;s only a matter of time before all games merge and we can guide custom avatars through canonical modernist developments with nothing but a portal gun and a motorcycle.</description>
		<content:encoded><![CDATA[<p>Great commentary. I saw a review of this in Wired a while back and it was almost enough to make me buy a video game system. Almost. As far as other games go, I&#8217;d say that architecture and urbanism are inseparable from gamplay in the Grand Theft Auto series. Even more so as the series progresses and the in-world cities become larger and larger and increasingly mirror real-world counterparts. For example, there are shot-for-shot comparisons of GTAIV&#8217;s Liberty city and the real-world New York. Wandering around on a motorcycle up stairs and off rooftops is more fun than actually following the game narrative. Like some sort of virtual urban parkour. Then there&#8217;s the person who created a game &#8220;level&#8221; painstakingly modeled after Falling Water.  Surely it&#8217;s only a matter of time before all games merge and we can guide custom avatars through canonical modernist developments with nothing but a portal gun and a motorcycle.</p>
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