<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments for A Games Design Blog</title>
	<atom:link href="http://www.agamesdesignblog.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.agamesdesignblog.com</link>
	<description></description>
	<lastBuildDate>Fri, 03 Feb 2012 06:02:40 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
<xhtml:meta xmlns:xhtml="http://www.w3.org/1999/xhtml" name="robots" content="noindex" />
	<item>
		<title>Comment on Failure and Learning by bkwqewp</title>
		<link>http://www.agamesdesignblog.com/2009/03/26/failure-and-learning/comment-page-1/#comment-343</link>
		<dc:creator>bkwqewp</dc:creator>
		<pubDate>Fri, 03 Feb 2012 06:02:40 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=369#comment-343</guid>
		<description>pwwjei &lt;a href=&quot;http://bkwqewp.com/&quot; /&gt;bkw qewp&lt;/a&gt; aaatlov</description>
		<content:encoded><![CDATA[<p>pwwjei <a href="http://bkwqewp.com/" / onclick="pageTracker._trackPageview('/outgoing/bkwqewp.com/?referer=');">bkw qewp aaatlov</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Ten Books Game Designers Should All Read by One small step for mankind, one giant leap for man &#171; Niklas&#039; quest</title>
		<link>http://www.agamesdesignblog.com/2009/02/21/ten-books-game-designers-should-all-read/comment-page-1/#comment-342</link>
		<dc:creator>One small step for mankind, one giant leap for man &#171; Niklas&#039; quest</dc:creator>
		<pubDate>Thu, 02 Feb 2012 18:50:29 +0000</pubDate>
		<guid isPermaLink="false">http://schizoslayer.co.uk/?p=82#comment-342</guid>
		<description>[...] visiting Rob Hale&#8217;s blog entry Ten books game designers should all read I have started and nearly finished to read &#8220;Finding flow&#8221;. I realised to late that [...]</description>
		<content:encoded><![CDATA[<p>[...] visiting Rob Hale&#8217;s blog entry Ten books game designers should all read I have started and nearly finished to read &#8220;Finding flow&#8221;. I realised to late that [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Failure and Learning by achat Fansidar sans ordonnance - achat Fansidar 500 + 25 mg generique</title>
		<link>http://www.agamesdesignblog.com/2009/03/26/failure-and-learning/comment-page-1/#comment-340</link>
		<dc:creator>achat Fansidar sans ordonnance - achat Fansidar 500 + 25 mg generique</dc:creator>
		<pubDate>Wed, 11 Jan 2012 08:34:18 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=369#comment-340</guid>
		<description>[...]  [...]</description>
		<content:encoded><![CDATA[<p>[...]  [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Flow &#8211; Stating The Obvious by Why My Video Game Has No Locked Content &#124; Kotaku Australia</title>
		<link>http://www.agamesdesignblog.com/2009/03/03/flow-stating-the-obvious/comment-page-1/#comment-333</link>
		<dc:creator>Why My Video Game Has No Locked Content &#124; Kotaku Australia</dc:creator>
		<pubDate>Thu, 03 Nov 2011 22:11:39 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=333#comment-333</guid>
		<description>[...] pushed just enough to keep you from being bored but not so much as to make you frustrated (See Flow) &#8212; the score is only there so you have feedback on how well you&#8217;re doing (and also so [...]</description>
		<content:encoded><![CDATA[<p>[...] pushed just enough to keep you from being bored but not so much as to make you frustrated (See Flow) &mdash; the score is only there so you have feedback on how well you&#8217;re doing (and also so [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Flow &#8211; Stating The Obvious by Why My Video Game Has No Locked Content [Video] &#124; Defui News Source</title>
		<link>http://www.agamesdesignblog.com/2009/03/03/flow-stating-the-obvious/comment-page-1/#comment-332</link>
		<dc:creator>Why My Video Game Has No Locked Content [Video] &#124; Defui News Source</dc:creator>
		<pubDate>Thu, 03 Nov 2011 20:01:29 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=333#comment-332</guid>
		<description>[...] pushed usually adequate to keep we from being wearied yet not so most as to make we undone (See Flow) – a measure is usually there so we have feedback on how good you&#8217;re doing (and also so we [...]</description>
		<content:encoded><![CDATA[<p>[...] pushed usually adequate to keep we from being wearied yet not so most as to make we undone (See Flow) – a measure is usually there so we have feedback on how good you&#8217;re doing (and also so we [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Flow &#8211; Stating The Obvious by There are no unlocks in Waves &#124; Squid In A Box</title>
		<link>http://www.agamesdesignblog.com/2009/03/03/flow-stating-the-obvious/comment-page-1/#comment-331</link>
		<dc:creator>There are no unlocks in Waves &#124; Squid In A Box</dc:creator>
		<pubDate>Wed, 02 Nov 2011 15:51:29 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=333#comment-331</guid>
		<description>[...] pushed just enough to keep you from being bored but not so much as to make you frustrated (See Flow) &#8211; the score is only there so you have feedback on how well you&#8217;re doing (and also so [...]</description>
		<content:encoded><![CDATA[<p>[...] pushed just enough to keep you from being bored but not so much as to make you frustrated (See Flow) &#8211; the score is only there so you have feedback on how well you&#8217;re doing (and also so [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Ten Books Game Designers Should All Read by Myles</title>
		<link>http://www.agamesdesignblog.com/2009/02/21/ten-books-game-designers-should-all-read/comment-page-1/#comment-330</link>
		<dc:creator>Myles</dc:creator>
		<pubDate>Sun, 09 Oct 2011 21:20:01 +0000</pubDate>
		<guid isPermaLink="false">http://schizoslayer.co.uk/?p=82#comment-330</guid>
		<description>This is exactly what I was looking for so thank you! While there are a couple of worthwhile game design texts (imo at least) these books look like they&#039;ll actually teach me about design. THANKYOU!!!</description>
		<content:encoded><![CDATA[<p>This is exactly what I was looking for so thank you! While there are a couple of worthwhile game design texts (imo at least) these books look like they&#8217;ll actually teach me about design. THANKYOU!!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Failure and Learning by poiertnuas</title>
		<link>http://www.agamesdesignblog.com/2009/03/26/failure-and-learning/comment-page-1/#comment-329</link>
		<dc:creator>poiertnuas</dc:creator>
		<pubDate>Thu, 18 Aug 2011 21:21:09 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=369#comment-329</guid>
		<description>Visit the site: http://sharedw.org/  
  
It is a nice site with various magazines: Art, Business, Automotive, Computer, Fashion,...  and also movies.  
  
It is organized with good look.. Check out and enjoy!</description>
		<content:encoded><![CDATA[<p>Visit the site: <a href="http://sharedw.org/"  onclick="pageTracker._trackPageview('/outgoing/sharedw.org/?referer=');">http://sharedw.org/</a>  </p>
<p>It is a nice site with various magazines: Art, Business, Automotive, Computer, Fashion,&#8230;  and also movies.  </p>
<p>It is organized with good look.. Check out and enjoy!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Continuity Level Design by Continuity Level Design &#171; Freudless in Raptorville</title>
		<link>http://www.agamesdesignblog.com/2009/03/01/continuity-level-design/comment-page-1/#comment-328</link>
		<dc:creator>Continuity Level Design &#171; Freudless in Raptorville</dc:creator>
		<pubDate>Fri, 12 Aug 2011 20:21:35 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=251#comment-328</guid>
		<description>[...] part similar. Rob Hale&#8217;s article seems to to take a step back and analyze the whole, while my own is more focused on the composition [...]</description>
		<content:encoded><![CDATA[<p>[...] part similar. Rob Hale&#8217;s article seems to to take a step back and analyze the whole, while my own is more focused on the composition [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Basing Level Design on Concept Art by Josh W</title>
		<link>http://www.agamesdesignblog.com/2009/04/15/basing-level-design-on-concept-art/comment-page-1/#comment-324</link>
		<dc:creator>Josh W</dc:creator>
		<pubDate>Wed, 01 Jun 2011 01:45:23 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=383#comment-324</guid>
		<description>One perculair element is that they are designing for views that will never be seen in the game; I know when I played it that I did not get the same impression of coherence and . In fact what I experienced can be fitted quite neatly into the problem of not being able to get a good look at stuff!

The paths were not that intuitive, the aiming was useless, and there wasn&#039;t that much feeling of life in the game. Which is a shame, because had I been looking from their perspectives, I probably would have been much more involved! I&#039;m pretty sure there was some other niggle that meant we put it down, it might just have been the more immediately compelling alternatives.

It makes me wonder about levels that are made to look good from a distance, and whether that kind of design might be better suited to mmos, where you can actually stand and watch other players doing this stuff, then when doing them yourself, replay that viewpoint you enjoyed before.</description>
		<content:encoded><![CDATA[<p>One perculair element is that they are designing for views that will never be seen in the game; I know when I played it that I did not get the same impression of coherence and . In fact what I experienced can be fitted quite neatly into the problem of not being able to get a good look at stuff!</p>
<p>The paths were not that intuitive, the aiming was useless, and there wasn&#8217;t that much feeling of life in the game. Which is a shame, because had I been looking from their perspectives, I probably would have been much more involved! I&#8217;m pretty sure there was some other niggle that meant we put it down, it might just have been the more immediately compelling alternatives.</p>
<p>It makes me wonder about levels that are made to look good from a distance, and whether that kind of design might be better suited to mmos, where you can actually stand and watch other players doing this stuff, then when doing them yourself, replay that viewpoint you enjoyed before.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

