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	<title>Comments for Game Design Advance</title>
	<link>http://decisionproblem.com/seminar</link>
	<description>Home of New York's Intellivisiongentsia</description>
	<pubDate>Mon, 06 Sep 2010 23:22:21 +0000</pubDate>
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		<title>Comment on Game Ideas for the Wii by Mike1122</title>
		<link>http://decisionproblem.com/seminar/?p=122#comment-28124</link>
		<pubDate>Mon, 14 Jun 2010 05:52:55 +0000</pubDate>
		<guid>http://decisionproblem.com/seminar/?p=122#comment-28124</guid>
					<description>Good one Bob!
&lt;a href="http://www.wiigamedownloads.com/" rel="nofollow"&gt;wii games download&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>Good one Bob!<br />
<a href="http://www.wiigamedownloads.com/" rel="nofollow">wii games download</a>
</p>
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		<title>Comment on Viva Level Design! by game design</title>
		<link>http://decisionproblem.com/seminar/?p=156#comment-28112</link>
		<pubDate>Mon, 15 Mar 2010 13:55:10 +0000</pubDate>
		<guid>http://decisionproblem.com/seminar/?p=156#comment-28112</guid>
					<description>You should put a couple of more ads on your site as you could in all likelihood make a good deal of money. This is great writing.</description>
		<content:encoded><![CDATA[<p>You should put a couple of more ads on your site as you could in all likelihood make a good deal of money. This is great writing.
</p>
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		<title>Comment on The Ones Who Walk Away From Faxanadu (Variations on a Theme By Ursula K. Le Guin) by Brad</title>
		<link>http://decisionproblem.com/seminar/?p=150#comment-28110</link>
		<pubDate>Wed, 10 Feb 2010 00:57:07 +0000</pubDate>
		<guid>http://decisionproblem.com/seminar/?p=150#comment-28110</guid>
					<description>Faxanadu kicked ass, it was up there with zelda</description>
		<content:encoded><![CDATA[<p>Faxanadu kicked ass, it was up there with zelda
</p>
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		<title>Comment on Bounty From the North by Anonymous</title>
		<link>http://decisionproblem.com/seminar/?p=176#comment-28106</link>
		<pubDate>Thu, 24 Sep 2009 13:02:25 +0000</pubDate>
		<guid>http://decisionproblem.com/seminar/?p=176#comment-28106</guid>
					<description>this is retarded</description>
		<content:encoded><![CDATA[<p>this is retarded
</p>
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		<title>Comment on Game Ideas for the Wii by cavado28</title>
		<link>http://decisionproblem.com/seminar/?p=122#comment-28105</link>
		<pubDate>Sat, 19 Sep 2009 03:25:24 +0000</pubDate>
		<guid>http://decisionproblem.com/seminar/?p=122#comment-28105</guid>
					<description>It is quite difficult for to &lt;a href="http://www.thewiidownloadsreview.com" rel="nofollow"&gt;wii game downloads&lt;/a&gt;, I also care about how to burn &lt;a href="http://www.thewiidownloadsreview.com" rel="nofollow"&gt;wii downloads&lt;/a&gt;.I am learning to play wii games now, its is so interesting.</description>
		<content:encoded><![CDATA[<p>It is quite difficult for to <a href="http://www.thewiidownloadsreview.com" rel="nofollow">wii game downloads</a>, I also care about how to burn <a href="http://www.thewiidownloadsreview.com" rel="nofollow">wii downloads</a>.I am learning to play wii games now, its is so interesting.
</p>
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		<title>Comment on Game Ideas for the Wii by Bia</title>
		<link>http://decisionproblem.com/seminar/?p=122#comment-28104</link>
		<pubDate>Wed, 19 Aug 2009 16:45:52 +0000</pubDate>
		<guid>http://decisionproblem.com/seminar/?p=122#comment-28104</guid>
					<description>I have a brilliant idea for wii!

absolutely genius. lets talk</description>
		<content:encoded><![CDATA[<p>I have a brilliant idea for wii!</p>
<p>absolutely genius. lets talk
</p>
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		<title>Comment on The Player is Never Wrong by Hugo</title>
		<link>http://decisionproblem.com/seminar/?p=260#comment-28095</link>
		<pubDate>Tue, 05 May 2009 07:43:07 +0000</pubDate>
		<guid>http://decisionproblem.com/seminar/?p=260#comment-28095</guid>
					<description>The player is always right. “If players are consistently doing something other than what you want them to do, change your design, not the player.” I do agree with this point, because: for a game as for a product, the final user is the game’s player, not the expert. We cannot use game designers’ experience to calculate the players’. There are lots of comments in the game that designers are familiar with, but the player, who plays this game first time, may not immediately grasp these things. Some of the players may lack patience when they face complex situations. As a result, they need good navigation to follow, and need instructions to explain the game clearly. The players need time to understand the rules and the structures of the game. A good game should provide some practice section or primary level for the players. 

In my opinion, the game designer’s responsibility is to control the playability and fun factor of the game. The designers will use their skills to create the best game under the given circumstances, targeted specifically for the platform, the genre and the audience. The designer needs to meet players’ requirement when they conceive and design the rules and structures of a game. The players want adventurous experience, you give them adventurous experience; they want romantic atmosphere, you create an environment with romantic atmosphere; no matter what they want, you provide. So, designers cannot conceive the game only basing on their own experience, they also need to consider players’ likes and dislikes. For the game designer, players are always right.</description>
		<content:encoded><![CDATA[<p>The player is always right. “If players are consistently doing something other than what you want them to do, change your design, not the player.” I do agree with this point, because: for a game as for a product, the final user is the game’s player, not the expert. We cannot use game designers’ experience to calculate the players’. There are lots of comments in the game that designers are familiar with, but the player, who plays this game first time, may not immediately grasp these things. Some of the players may lack patience when they face complex situations. As a result, they need good navigation to follow, and need instructions to explain the game clearly. The players need time to understand the rules and the structures of the game. A good game should provide some practice section or primary level for the players. </p>
<p>In my opinion, the game designer’s responsibility is to control the playability and fun factor of the game. The designers will use their skills to create the best game under the given circumstances, targeted specifically for the platform, the genre and the audience. The designer needs to meet players’ requirement when they conceive and design the rules and structures of a game. The players want adventurous experience, you give them adventurous experience; they want romantic atmosphere, you create an environment with romantic atmosphere; no matter what they want, you provide. So, designers cannot conceive the game only basing on their own experience, they also need to consider players’ likes and dislikes. For the game designer, players are always right.
</p>
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		<title>Comment on Disnatches, Act Two; Or: Where In the World Is Hideo Kojima? by David Siefkin</title>
		<link>http://decisionproblem.com/seminar/?p=136#comment-28092</link>
		<pubDate>Thu, 22 Jan 2009 14:03:53 +0000</pubDate>
		<guid>http://decisionproblem.com/seminar/?p=136#comment-28092</guid>
					<description>This is a very perceptive analysis of "Where in the World is Carmen Sandiego," which I worked on.   You're the first to observe that Carmen Sandiego was based on the game Adventure, which I had learned to play in about 1984, before writing the first script for Carmen Sandiego.  I just substituted real countries for the rooms of the cave in Adventure, and real clues and treasures for the fantasy ones.  The original version of Carmen Sandiego, by the way, was supposed to have a second part, an arcade game, where you had to get the treasure out of its hiding place in the country, but there wasn't enough memory on the computers of 1985 to do that, so the final way of solving the crime was made more similar to that in 'Clue.' 

-David Siefkin</description>
		<content:encoded><![CDATA[<p>This is a very perceptive analysis of &#8220;Where in the World is Carmen Sandiego,&#8221; which I worked on.   You&#8217;re the first to observe that Carmen Sandiego was based on the game Adventure, which I had learned to play in about 1984, before writing the first script for Carmen Sandiego.  I just substituted real countries for the rooms of the cave in Adventure, and real clues and treasures for the fantasy ones.  The original version of Carmen Sandiego, by the way, was supposed to have a second part, an arcade game, where you had to get the treasure out of its hiding place in the country, but there wasn&#8217;t enough memory on the computers of 1985 to do that, so the final way of solving the crime was made more similar to that in &#8216;Clue.&#8217; </p>
<p>-David Siefkin
</p>
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		<title>Comment on Dispatches: No More Heroes, Part Two; Or: A Perfect Day For Bloodfish by Ryan D.</title>
		<link>http://decisionproblem.com/seminar/?p=209#comment-28091</link>
		<pubDate>Fri, 05 Dec 2008 01:03:17 +0000</pubDate>
		<guid>http://decisionproblem.com/seminar/?p=209#comment-28091</guid>
					<description>Letz Shake is one of the most memorable moments I've ever had in a video game. From the way you talked about it, I'd say it was one of yours too:

"Throughout this whole sequence, I felt the suspense racking up pretty quickly. The more straight-forward and boring the level was, the more spectacular I kept expecting the actual boss-fight to be... Instead? Some guy runs up and kills the boss ahead of you. All you get is a cut-scene. After all that mind-numbing, repetitive boredom, all you get is a fucking cut-scene."

I'm a pretty cool, collected guy, but after that moment, I was actually angry at the game. And not only was I angry at the game, &lt;i&gt;Travis&lt;/i&gt; was angry at the game. I felt exactly how my character felt, and he was angry for the same reason. When Sylvia then proceeded to tell me that I couldn't even fight the person who took my ranking boss from me, I saw Travis get even more angry and I got even more angry.

I didn't have any problem killing all the little sisters in Bioshock, and it's tough for me to care about most characters that I play as, even in RPGs. It's just a game. But at this moment, I actually felt connected to Travis in my frustration. He's playing was game, just like I was. And he got gypped out of the fun part, just like I did.

It was a strange, memorable feeling... and that's got to count for something.</description>
		<content:encoded><![CDATA[<p>Letz Shake is one of the most memorable moments I&#8217;ve ever had in a video game. From the way you talked about it, I&#8217;d say it was one of yours too:</p>
<p>&#8220;Throughout this whole sequence, I felt the suspense racking up pretty quickly. The more straight-forward and boring the level was, the more spectacular I kept expecting the actual boss-fight to be&#8230; Instead? Some guy runs up and kills the boss ahead of you. All you get is a cut-scene. After all that mind-numbing, repetitive boredom, all you get is a fucking cut-scene.&#8221;</p>
<p>I&#8217;m a pretty cool, collected guy, but after that moment, I was actually angry at the game. And not only was I angry at the game, <i>Travis</i> was angry at the game. I felt exactly how my character felt, and he was angry for the same reason. When Sylvia then proceeded to tell me that I couldn&#8217;t even fight the person who took my ranking boss from me, I saw Travis get even more angry and I got even more angry.</p>
<p>I didn&#8217;t have any problem killing all the little sisters in Bioshock, and it&#8217;s tough for me to care about most characters that I play as, even in RPGs. It&#8217;s just a game. But at this moment, I actually felt connected to Travis in my frustration. He&#8217;s playing was game, just like I was. And he got gypped out of the fun part, just like I did.</p>
<p>It was a strange, memorable feeling&#8230; and that&#8217;s got to count for something.
</p>
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		<title>Comment on Dangerous Music by Roger Travis</title>
		<link>http://decisionproblem.com/seminar/?p=261#comment-28087</link>
		<pubDate>Tue, 22 Jul 2008 12:22:54 +0000</pubDate>
		<guid>http://decisionproblem.com/seminar/?p=261#comment-28087</guid>
					<description>@CBerkeley I think the impression that games aren't being taken seriously as games is actually a historical accident created by the hegemony of formalism in the 20th Century, when we all received our training. In current work on classical literature, the only exciting stuff is the stuff that compares e.g. tragedy to philosophy and philosophy to history. I'm hoping that game criticism may get to skip the pseudo-science of formalism all together, and get right to the good stuff.</description>
		<content:encoded><![CDATA[<p>@CBerkeley I think the impression that games aren&#8217;t being taken seriously as games is actually a historical accident created by the hegemony of formalism in the 20th Century, when we all received our training. In current work on classical literature, the only exciting stuff is the stuff that compares e.g. tragedy to philosophy and philosophy to history. I&#8217;m hoping that game criticism may get to skip the pseudo-science of formalism all together, and get right to the good stuff.
</p>
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