<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[MetaGame]]></provider_name><provider_url><![CDATA[https://metavideogame.wordpress.com]]></provider_url><author_name><![CDATA[ruicraveirinha]]></author_name><author_url><![CDATA[https://metavideogame.wordpress.com/author/ruicraveirinha/]]></author_url><title><![CDATA[flower &#8211; &#8220;Wind of&nbsp;Change&#8221;]]></title><type><![CDATA[link]]></type><html><![CDATA[The million dollar question about "flower" though, is... "is it Art?" "flower" is a video-game in every sense of the word, that much is certain. It abides by many of the laws that define the means: it presents challenge to the player, it warrants skill and dexterity, and it encourages the most basic collectivism; it's more thrilling than contemplative (a fact not indifferent to the use of a six-axis control scheme), and it's a game not easily presentable to a non-gamer. "flower" is a game, and a game that would not be deemed as Art according to the principles of Tale of Tales' Realtime Art Manifesto. And yet, "flower" is Art... a fact that makes it puzzling in many ways. It's game, that while subscribing to some of the crudest notions of its means, can still convey its message, by subscribing to a unique aesthetic and artistic identity. Perhaps then "flower" is the solution for videogames as an Art form. Its metaphor for the change of Mankind's ways can thus also serve as a metaphor for the change that it represents to video-games. Indeed, "flower" is the wind of change we've all been yearning for.]]></html><thumbnail_url><![CDATA[https://i2.wp.com/metavideogame.wordpress.com/files/2009/03/flower_screenshot_b.jpg?fit=440%2C330]]></thumbnail_url><thumbnail_width><![CDATA[440]]></thumbnail_width><thumbnail_height><![CDATA[248]]></thumbnail_height></oembed>