<?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[Wave Foam &#8211; &#8220;Jenova speaks&#8230; and we&#8217;d do well to&nbsp;listen&#8221;]]></title><type><![CDATA[link]]></type><html><![CDATA[According to Gamasutra, while developing "flower", Chen realized "that in the attempt to make a “fun” game, the team had blunted the emotional impact." Which is a crucial point of my "games can't express emotions" 'thesis', and something I've argued for a long time.]]></html><thumbnail_url><![CDATA[https://i1.wp.com/metavideogame.wordpress.com/files/2009/07/tgc-jenova-chen.jpg?fit=440%2C330]]></thumbnail_url><thumbnail_width><![CDATA[387]]></thumbnail_width><thumbnail_height><![CDATA[256]]></thumbnail_height></oembed>