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	<title>Comments for Game Architecture</title>
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	<link>http://www.gamearch.com</link>
	<description>Spatial Game Design and Discussion</description>
	<lastBuildDate>Sun, 20 Nov 2011 14:15:13 +0000</lastBuildDate>
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		<title>Comment on Qualities of Virtual Goods PDF Download by Game Architecture &#187; BGF 2011 recap</title>
		<link>http://www.gamearch.com/2010/11/09/qualities-of-virtual-goods-pdfdownload/comment-page-1/#comment-1055</link>
		<dc:creator>Game Architecture &#187; BGF 2011 recap</dc:creator>
		<pubDate>Sun, 20 Nov 2011 14:15:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=779#comment-1055</guid>
		<description>[...] attended BGF last year with a talk about the qualities of virtual goods. While I didn&#8217;t have enough time beforehand to prepare another talk this time I was fortunate [...]</description>
		<content:encoded><![CDATA[<p>[...] attended BGF last year with a talk about the qualities of virtual goods. While I didn&#8217;t have enough time beforehand to prepare another talk this time I was fortunate [...]</p>
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		<title>Comment on Long Exposure Photography by Martin Nerurkar</title>
		<link>http://www.gamearch.com/2011/04/22/long-exposure-photography/comment-page-1/#comment-977</link>
		<dc:creator>Martin Nerurkar</dc:creator>
		<pubDate>Fri, 10 Jun 2011 19:31:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=869#comment-977</guid>
		<description>Also feel free to share any and all photographs you can find :)</description>
		<content:encoded><![CDATA[<p>Also feel free to share any and all photographs you can find <img src='http://www.gamearch.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Long Exposure Photography by Martin Nerurkar</title>
		<link>http://www.gamearch.com/2011/04/22/long-exposure-photography/comment-page-1/#comment-976</link>
		<dc:creator>Martin Nerurkar</dc:creator>
		<pubDate>Fri, 10 Jun 2011 19:31:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=869#comment-976</guid>
		<description>You are of course totally right. My bad. Will fix this.</description>
		<content:encoded><![CDATA[<p>You are of course totally right. My bad. Will fix this.</p>
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		<title>Comment on Long Exposure Photography by Jim</title>
		<link>http://www.gamearch.com/2011/04/22/long-exposure-photography/comment-page-1/#comment-975</link>
		<dc:creator>Jim</dc:creator>
		<pubDate>Wed, 08 Jun 2011 20:21:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=869#comment-975</guid>
		<description>Having said that, these are some GREAT long exposure photographs! Very interesting, thanks for posting!!!</description>
		<content:encoded><![CDATA[<p>Having said that, these are some GREAT long exposure photographs! Very interesting, thanks for posting!!!</p>
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	<item>
		<title>Comment on Long Exposure Photography by Jim</title>
		<link>http://www.gamearch.com/2011/04/22/long-exposure-photography/comment-page-1/#comment-974</link>
		<dc:creator>Jim</dc:creator>
		<pubDate>Wed, 08 Jun 2011 20:20:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=869#comment-974</guid>
		<description>This is not time laps. This is long exposure. Totally different. Time lapse would be of no use on something moving in real time, and is played back as a movie, not still frames.</description>
		<content:encoded><![CDATA[<p>This is not time laps. This is long exposure. Totally different. Time lapse would be of no use on something moving in real time, and is played back as a movie, not still frames.</p>
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	<item>
		<title>Comment on Qualities of Virtual Goods PDF Download by Meaningful Avatar Customization &#171; howtonotsuckatgamedesign</title>
		<link>http://www.gamearch.com/2010/11/09/qualities-of-virtual-goods-pdfdownload/comment-page-1/#comment-973</link>
		<dc:creator>Meaningful Avatar Customization &#171; howtonotsuckatgamedesign</dc:creator>
		<pubDate>Sun, 15 May 2011 20:26:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=779#comment-973</guid>
		<description>[...] you want to know more about the selling power of artificial scarcity, I recommend M.Nerukar&#8217;s talk on the qualities of virtual [...]</description>
		<content:encoded><![CDATA[<p>[...] you want to know more about the selling power of artificial scarcity, I recommend M.Nerukar&#8217;s talk on the qualities of virtual [...]</p>
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		<title>Comment on Experiencing Environments PDF Download by Martin Nerurkar</title>
		<link>http://www.gamearch.com/2011/04/16/experiencing-environments-pdf-download/comment-page-1/#comment-972</link>
		<dc:creator>Martin Nerurkar</dc:creator>
		<pubDate>Sat, 14 May 2011 11:33:16 +0000</pubDate>
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		<description>Hey Raf, thanks for the kind words and I&#039;m glad you found my slides helpful.</description>
		<content:encoded><![CDATA[<p>Hey Raf, thanks for the kind words and I&#8217;m glad you found my slides helpful.</p>
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		<title>Comment on Experiencing Environments PDF Download by Raf</title>
		<link>http://www.gamearch.com/2011/04/16/experiencing-environments-pdf-download/comment-page-1/#comment-966</link>
		<dc:creator>Raf</dc:creator>
		<pubDate>Thu, 05 May 2011 16:50:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=860#comment-966</guid>
		<description>Martin
I came upon you blog while doing some research. I am learning to be a games designer myself at University. I found this post with the slides very helpful and insightful with regards storytelling and level design to create a meaningful experience for the player. I find that a lot of games these days spoon feed too much of the story to the player, which makes the game uninteresting in my opinion and I would be better off reading a book. They seem to separate the story line and level design when they should really be going hand in hand with one another. Most of the really good games I find are the ones where the world they create for the player is rich with atmosphere with the story being partially (if not all) told via the level design which can really help with the dramatic elements of the game. Also being led or directed in a game without knowing or realising you are being led is one of the traits of excellent level desing. Fallout 3 and Bioshock in my opinion really shined with their level design with regards to relaying a story to the player and helping them navigate. I feel that environments and level design in games are my weak point at the moment and I am looking forward to reading more of you insights on the matter. Keep up the good work 
Raf</description>
		<content:encoded><![CDATA[<p>Martin<br />
I came upon you blog while doing some research. I am learning to be a games designer myself at University. I found this post with the slides very helpful and insightful with regards storytelling and level design to create a meaningful experience for the player. I find that a lot of games these days spoon feed too much of the story to the player, which makes the game uninteresting in my opinion and I would be better off reading a book. They seem to separate the story line and level design when they should really be going hand in hand with one another. Most of the really good games I find are the ones where the world they create for the player is rich with atmosphere with the story being partially (if not all) told via the level design which can really help with the dramatic elements of the game. Also being led or directed in a game without knowing or realising you are being led is one of the traits of excellent level desing. Fallout 3 and Bioshock in my opinion really shined with their level design with regards to relaying a story to the player and helping them navigate. I feel that environments and level design in games are my weak point at the moment and I am looking forward to reading more of you insights on the matter. Keep up the good work <br />
Raf</p>
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		<title>Comment on Meaningful Narrative Decisions in MMOs by Steffen</title>
		<link>http://www.gamearch.com/2010/11/02/meaningful-narrative-decisions-in-mmos/comment-page-1/#comment-940</link>
		<dc:creator>Steffen</dc:creator>
		<pubDate>Tue, 12 Apr 2011 12:19:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=747#comment-940</guid>
		<description>For the topic of dynamic content creation Watson (the computer competed in Jeopardy) acting as a Dungeon Master came to my mind.
Here is an interesting blog about this idea:
http://thegameprodigy.com/how-ibms-watson-may-be-game-designs-holy-grail/

So in the future it may be possible to create individual experiences and stories for each player and parties.</description>
		<content:encoded><![CDATA[<p>For the topic of dynamic content creation Watson (the computer competed in Jeopardy) acting as a Dungeon Master came to my mind.<br />
Here is an interesting blog about this idea:<br />
<a href="http://thegameprodigy.com/how-ibms-watson-may-be-game-designs-holy-grail/" rel="nofollow">http://thegameprodigy.com/how-ibms-watson-may-be-game-designs-holy-grail/</a></p>
<p>So in the future it may be possible to create individual experiences and stories for each player and parties.</p>
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	<item>
		<title>Comment on Experiencing Environments lecture by Martin Nerurkar</title>
		<link>http://www.gamearch.com/2011/04/09/experiencing-environments-lecture/comment-page-1/#comment-938</link>
		<dc:creator>Martin Nerurkar</dc:creator>
		<pubDate>Sun, 10 Apr 2011 00:58:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=838#comment-938</guid>
		<description>Hehe. Thanks for your grammatical corrections. As you propably guessed, it&#039;s still the first pass to put in all the content. I&#039;ll give it a proper read once it&#039;s all come together and get another pair of ees on it. Your feedback is still well and truly appreciated! Thanks for taking the time to do that.

I&#039;ll be sure to look into your notes. Thanks for those too!</description>
		<content:encoded><![CDATA[<p>Hehe. Thanks for your grammatical corrections. As you propably guessed, it&#8217;s still the first pass to put in all the content. I&#8217;ll give it a proper read once it&#8217;s all come together and get another pair of ees on it. Your feedback is still well and truly appreciated! Thanks for taking the time to do that.</p>
<p>I&#8217;ll be sure to look into your notes. Thanks for those too!</p>
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