<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Shoal of Words]]></provider_name><provider_url><![CDATA[https://michelsabbagh.wordpress.com]]></provider_url><author_name><![CDATA[Michel Sabbagh]]></author_name><author_url><![CDATA[https://michelsabbagh.wordpress.com/author/michformer/]]></author_url><title><![CDATA[Nitty Gritty: Weaving A Fetching Environmental Narrative In&nbsp;Games]]></title><type><![CDATA[link]]></type><html><![CDATA[Environmental narrative can thus serve as an effective way of conveying information about the game world to the player, but its application extends far beyond the mere placement of objects and structures that act as the scene setters for the backdrop. As a multilayered medium that encourages active participation, gaming highlights an opportunity for designers to encourage players to take in everything their title's lore has to offer. ]]></html><thumbnail_url><![CDATA[https://michelsabbagh.files.wordpress.com/2017/02/bloodborne-630x300.jpg?fit=440%2C330]]></thumbnail_url><thumbnail_width><![CDATA[440]]></thumbnail_width><thumbnail_height><![CDATA[210]]></thumbnail_height><geo_latitude><![CDATA[42.275162]]></geo_latitude><geo_longitude><![CDATA[-71.800863]]></geo_longitude></oembed>