<?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 on: GDC2010: Day 1</title>
	<atom:link href="http://www.gamearch.com/2010/03/10/gdc2010-day-1/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gamearch.com/2010/03/10/gdc2010-day-1/</link>
	<description>Spatial Game Design and Discussion</description>
	<lastBuildDate>Mon, 30 Aug 2010 12:46:09 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0.1</generator>
	<item>
		<title>By: Martin Nerurkar</title>
		<link>http://www.gamearch.com/2010/03/10/gdc2010-day-1/comment-page-1/#comment-655</link>
		<dc:creator>Martin Nerurkar</dc:creator>
		<pubDate>Wed, 10 Mar 2010 13:15:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=663#comment-655</guid>
		<description>Of course it could, but if we&#039;re trying to build social games, they&#039;d just suit themselves so well to having players fulfill that role. After all they&#039;re readily available...</description>
		<content:encoded><![CDATA[<p>Of course it could, but if we&#8217;re trying to build social games, they&#8217;d just suit themselves so well to having players fulfill that role. After all they&#8217;re readily available&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Facebook Indie Games</title>
		<link>http://www.gamearch.com/2010/03/10/gdc2010-day-1/comment-page-1/#comment-654</link>
		<dc:creator>Facebook Indie Games</dc:creator>
		<pubDate>Wed, 10 Mar 2010 13:04:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=663#comment-654</guid>
		<description>If you forget that chess is a head to head game, where both players are trying to achieve the same thing, and just focus on one player&#039;s experience -- what makes it deep?

I think it&#039;s that the &quot;game&quot; responds to your choices in a way that is both unpredictable and (usually) logical. When you play a move in chess, you don&#039;t know exactly what will happen next. But you try to guess -- and guess ahead quite a long way. And that the small action you take with one piece can affect the whole board.

Playing against an intelligent opponent is only one way of having a player&#039;s actions have unpredictable and far reaching, but logical, consequences. It can be built into the logic of a single player game too.</description>
		<content:encoded><![CDATA[<p>If you forget that chess is a head to head game, where both players are trying to achieve the same thing, and just focus on one player&#8217;s experience &#8212; what makes it deep?</p>
<p>I think it&#8217;s that the &#8220;game&#8221; responds to your choices in a way that is both unpredictable and (usually) logical. When you play a move in chess, you don&#8217;t know exactly what will happen next. But you try to guess &#8212; and guess ahead quite a long way. And that the small action you take with one piece can affect the whole board.</p>
<p>Playing against an intelligent opponent is only one way of having a player&#8217;s actions have unpredictable and far reaching, but logical, consequences. It can be built into the logic of a single player game too.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin Nerurkar</title>
		<link>http://www.gamearch.com/2010/03/10/gdc2010-day-1/comment-page-1/#comment-653</link>
		<dc:creator>Martin Nerurkar</dc:creator>
		<pubDate>Wed, 10 Mar 2010 12:51:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=663#comment-653</guid>
		<description>&lt;blockquote cite=&quot;#commentbody-651&quot;&gt;
&lt;strong&gt;&lt;a href=&quot;#comment-651&quot; rel=&quot;nofollow&quot;&gt;Facebook Indie Games&lt;/a&gt; :&lt;/strong&gt;
&lt;p&gt;And one more thing — game space in Farmville is important as a means of expression through the game. People design their farms, often quite carefully. The layout of a farm is ignored by the game mechanic, but not by players who look at each others farms for entertainment.&lt;/p&gt;
&lt;p&gt;It might even be that good looking farms do better because they bring in more visitors, who can then “help”. I like the idea of social games where the players produce some kind of “expressive artifact” as a consequence of the game.&lt;/p&gt;
&lt;/blockquote&gt;
Well I totally agree. The visual representation of a space is what creates a large part of the attraction and some of it&#039;s gameplay for the users. BUT I might have to elaborate what I mean when I say &quot;game space&quot;:

If you hadn&#039;t noticed from the name of the blog, I come from an architecture background and wrote my diploma thesis on digital game spaces. My own definition of spaces is that you only experience space as something different from - say a photograph of a space - when you MOVE within it. When there&#039;s interaction. That&#039;s where the image of space becomes space. And Farmville does very very very little of that.

Also yeah: Players creatively generating stuff is awesome because A) It increases retention of these users B) it generates stories that players can talk about and C) produces marketing material.</description>
		<content:encoded><![CDATA[<blockquote cite="#commentbody-651"><p>
<strong><a href="#comment-651" rel="nofollow">Facebook Indie Games</a> :</strong></p>
<p>And one more thing — game space in Farmville is important as a means of expression through the game. People design their farms, often quite carefully. The layout of a farm is ignored by the game mechanic, but not by players who look at each others farms for entertainment.</p>
<p>It might even be that good looking farms do better because they bring in more visitors, who can then “help”. I like the idea of social games where the players produce some kind of “expressive artifact” as a consequence of the game.</p>
</blockquote>
<p>Well I totally agree. The visual representation of a space is what creates a large part of the attraction and some of it&#8217;s gameplay for the users. BUT I might have to elaborate what I mean when I say &#8220;game space&#8221;:</p>
<p>If you hadn&#8217;t noticed from the name of the blog, I come from an architecture background and wrote my diploma thesis on digital game spaces. My own definition of spaces is that you only experience space as something different from &#8211; say a photograph of a space &#8211; when you MOVE within it. When there&#8217;s interaction. That&#8217;s where the image of space becomes space. And Farmville does very very very little of that.</p>
<p>Also yeah: Players creatively generating stuff is awesome because A) It increases retention of these users B) it generates stories that players can talk about and C) produces marketing material.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin Nerurkar</title>
		<link>http://www.gamearch.com/2010/03/10/gdc2010-day-1/comment-page-1/#comment-652</link>
		<dc:creator>Martin Nerurkar</dc:creator>
		<pubDate>Wed, 10 Mar 2010 12:48:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=663#comment-652</guid>
		<description>I&#039;m not sure social games NEED TO HAVE parallel play. I just think it&#039;s the current norm because it&#039;s easy to design and easy to build. However I can see the next generation of games keeping the simple mechanics but using a cooperative gameplay style. Because the target audience still understand the mechanics easily enough to get hooked and they&#039;re (hopefully) familiar with social interaction, which shouldn&#039;t really raise the bar of entry. I myself am curious as how this goes.

1) Yeah. Simple rules, deep gameplay. That&#039;s definitely a good way BUT if you look at games using that set of mechanics - let&#039;s say go or chess as examples from the board game world - you&#039;ll notice that they only create depth because you play against another person. Their act of playing is what makes these games so great, which kind of goes back to the point I made above.

2) Just what I was thinking. Coming from developing the Wii and DS Anno: Create a New World game, that&#039;s just what we did there. It&#039;s common for tutorials in retail games and will eventually find it&#039;s way into social games, but I don&#039;t know if we&#039;re there yet.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure social games NEED TO HAVE parallel play. I just think it&#8217;s the current norm because it&#8217;s easy to design and easy to build. However I can see the next generation of games keeping the simple mechanics but using a cooperative gameplay style. Because the target audience still understand the mechanics easily enough to get hooked and they&#8217;re (hopefully) familiar with social interaction, which shouldn&#8217;t really raise the bar of entry. I myself am curious as how this goes.</p>
<p>1) Yeah. Simple rules, deep gameplay. That&#8217;s definitely a good way BUT if you look at games using that set of mechanics &#8211; let&#8217;s say go or chess as examples from the board game world &#8211; you&#8217;ll notice that they only create depth because you play against another person. Their act of playing is what makes these games so great, which kind of goes back to the point I made above.</p>
<p>2) Just what I was thinking. Coming from developing the Wii and DS Anno: Create a New World game, that&#8217;s just what we did there. It&#8217;s common for tutorials in retail games and will eventually find it&#8217;s way into social games, but I don&#8217;t know if we&#8217;re there yet.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Facebook Indie Games</title>
		<link>http://www.gamearch.com/2010/03/10/gdc2010-day-1/comment-page-1/#comment-651</link>
		<dc:creator>Facebook Indie Games</dc:creator>
		<pubDate>Wed, 10 Mar 2010 12:47:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=663#comment-651</guid>
		<description>And one more thing -- game space in Farmville is important as a means of expression through the game. People design their farms, often quite carefully. The layout of a farm is ignored by the game mechanic, but not by players who look at each others farms for entertainment.

It might even be that good looking farms do better because they bring in more visitors, who can then &quot;help&quot;. I like the idea of social games where the players produce some kind of &quot;expressive artifact&quot; as a consequence of the game.</description>
		<content:encoded><![CDATA[<p>And one more thing &#8212; game space in Farmville is important as a means of expression through the game. People design their farms, often quite carefully. The layout of a farm is ignored by the game mechanic, but not by players who look at each others farms for entertainment.</p>
<p>It might even be that good looking farms do better because they bring in more visitors, who can then &#8220;help&#8221;. I like the idea of social games where the players produce some kind of &#8220;expressive artifact&#8221; as a consequence of the game.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Facebook Indie Games</title>
		<link>http://www.gamearch.com/2010/03/10/gdc2010-day-1/comment-page-1/#comment-650</link>
		<dc:creator>Facebook Indie Games</dc:creator>
		<pubDate>Wed, 10 Mar 2010 12:28:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=663#comment-650</guid>
		<description>Great notes, a few thoughts:

&quot;Play next to each other&quot; is the killer point of social gaming. Any social game designer should have that etched on their foreheads.

Should social games become more complex? I have two thoughts on this:

(1) it is possible to give games &quot;depth&quot; while having extremely simple mechanics. You can explain every &quot;feature&quot; of drafts or dominoes in a few minutes, but these games have tremendous depth.

(2) I like the idea of experienced players unlocking new &quot;mechanics&quot; -- not just new objects that have different &quot;stats&quot;, but that fundamentally change game behavior. Is anybody doing that yet?</description>
		<content:encoded><![CDATA[<p>Great notes, a few thoughts:</p>
<p>&#8220;Play next to each other&#8221; is the killer point of social gaming. Any social game designer should have that etched on their foreheads.</p>
<p>Should social games become more complex? I have two thoughts on this:</p>
<p>(1) it is possible to give games &#8220;depth&#8221; while having extremely simple mechanics. You can explain every &#8220;feature&#8221; of drafts or dominoes in a few minutes, but these games have tremendous depth.</p>
<p>(2) I like the idea of experienced players unlocking new &#8220;mechanics&#8221; &#8212; not just new objects that have different &#8220;stats&#8221;, but that fundamentally change game behavior. Is anybody doing that yet?</p>
]]></content:encoded>
	</item>
</channel>
</rss>
