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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>Thu, 29 Jul 2010 22:47:53 +0000</lastBuildDate>
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		<title>Comment on Gambling and Strategy by SadMonk</title>
		<link>http://www.gamearch.com/2010/07/25/gambling-and-strategy/comment-page-1/#comment-713</link>
		<dc:creator>SadMonk</dc:creator>
		<pubDate>Thu, 29 Jul 2010 22:47:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=726#comment-713</guid>
		<description>Ah okay... gathering information in RTS in this form is some kind of meta-game... browse forums for buildup-information, read the (f&#039;in) manual to get information about your unit stats and make up some plan how to build up your units with maximum efficiency in minimum time.

But okay, thinking about browser games, you&#039;re probably right. The important factor in this is that the outcome never is deterministic, even if the game mechanisms themselves are. Each player for himself is additional game content to the others as they usually can&#039;t predict how the other player is going to react on other actions. If a player is a lone wolf he may be oblivious to your attacks. If he&#039;s in a strong ally, he may call his friends for retaliation. He may start insulting you, start guerilla warfare or try to befriend you hoping for a strong protector. This is something that would be quite hard to perform by some AI...

So to get back to your &quot;calculated gamble&quot; theory... in Browser games maybe there is some information you can gather, regarding the opponents resources and possibilities but it might be hard to forsee his personal reaction to your moves. So this often ends in &quot;just try it and let&#039;s see what happens&quot;... at least for me ;)</description>
		<content:encoded><![CDATA[<p>Ah okay&#8230; gathering information in RTS in this form is some kind of meta-game&#8230; browse forums for buildup-information, read the (f&#8217;in) manual to get information about your unit stats and make up some plan how to build up your units with maximum efficiency in minimum time.</p>
<p>But okay, thinking about browser games, you&#8217;re probably right. The important factor in this is that the outcome never is deterministic, even if the game mechanisms themselves are. Each player for himself is additional game content to the others as they usually can&#8217;t predict how the other player is going to react on other actions. If a player is a lone wolf he may be oblivious to your attacks. If he&#8217;s in a strong ally, he may call his friends for retaliation. He may start insulting you, start guerilla warfare or try to befriend you hoping for a strong protector. This is something that would be quite hard to perform by some AI&#8230;</p>
<p>So to get back to your &#8220;calculated gamble&#8221; theory&#8230; in Browser games maybe there is some information you can gather, regarding the opponents resources and possibilities but it might be hard to forsee his personal reaction to your moves. So this often ends in &#8220;just try it and let&#8217;s see what happens&#8221;&#8230; at least for me <img src='http://www.gamearch.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>Comment on Gambling and Strategy by Martin Nerurkar</title>
		<link>http://www.gamearch.com/2010/07/25/gambling-and-strategy/comment-page-1/#comment-712</link>
		<dc:creator>Martin Nerurkar</dc:creator>
		<pubDate>Thu, 29 Jul 2010 17:34:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=726#comment-712</guid>
		<description>Another good point. And yes, I was thinking about browser games primarly.

That said, yeah in a real time game you&#039;ve got less time to &quot;gather information&quot; but you still need to calculate risk/reward. You need to decide if you&#039;ll be attacking him now or later, whether to invest in your production or your army. There&#039;s less information about the opponent involved though.</description>
		<content:encoded><![CDATA[<p>Another good point. And yes, I was thinking about browser games primarly.</p>
<p>That said, yeah in a real time game you&#8217;ve got less time to &#8220;gather information&#8221; but you still need to calculate risk/reward. You need to decide if you&#8217;ll be attacking him now or later, whether to invest in your production or your army. There&#8217;s less information about the opponent involved though.</p>
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		<title>Comment on Gambling and Strategy by SadMonk</title>
		<link>http://www.gamearch.com/2010/07/25/gambling-and-strategy/comment-page-1/#comment-711</link>
		<dc:creator>SadMonk</dc:creator>
		<pubDate>Wed, 28 Jul 2010 18:37:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=726#comment-711</guid>
		<description>So when we talk about weighing risks and rewards, getting a lot of information etc, I suppose we aren&#039;t talking about any real-time strategy games, right?
Gathering information usually takes quite some time, so this would be something you would rather do in some turn-based game. In RTS games you will usually have to make quick decisions, use more tactics than following some grand strategical scheme or some opponent might just be faster and outmaneuver you. 
In RTS this is exactly the thing that thrills you... so that might be more of a motivation than weighing rewards and risks.
But if you play something turn-based I think the interesting thing would be the planning involved in making your next move (and beyond that)... so yes.. weighing pros ans cons of your next actions.</description>
		<content:encoded><![CDATA[<p>So when we talk about weighing risks and rewards, getting a lot of information etc, I suppose we aren&#8217;t talking about any real-time strategy games, right?<br />
Gathering information usually takes quite some time, so this would be something you would rather do in some turn-based game. In RTS games you will usually have to make quick decisions, use more tactics than following some grand strategical scheme or some opponent might just be faster and outmaneuver you.<br />
In RTS this is exactly the thing that thrills you&#8230; so that might be more of a motivation than weighing rewards and risks.<br />
But if you play something turn-based I think the interesting thing would be the planning involved in making your next move (and beyond that)&#8230; so yes.. weighing pros ans cons of your next actions.</p>
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		<title>Comment on Gambling and Strategy by Martin Nerurkar</title>
		<link>http://www.gamearch.com/2010/07/25/gambling-and-strategy/comment-page-1/#comment-709</link>
		<dc:creator>Martin Nerurkar</dc:creator>
		<pubDate>Sun, 25 Jul 2010 20:52:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=726#comment-709</guid>
		<description>Well alright, you do have a good point there:

There might be cases where you have perfect information about a risk/reward situation. At least when seen from a tactical perspective. In these cases there&#039;s often a strategic layer that puts the tactical option in a greater context. Then it&#039;s less about the individual choice and more about the clever allocation of resources. This extends to your chess metaphor:

As for chess, there&#039;s no imperfect information about the individual moves: You know beforehand which move is possible and what it&#039;s direct results will be. However there&#039;s imperfect information as to the plans of your opponent. Maybe his move is a feint and he&#039;s setting you up. Here you gamble that your move is the right one to counter your opponent&#039;s strategy but you can&#039;t ever know for sure. That&#039;s the central risk/reward part here. </description>
		<content:encoded><![CDATA[<p>Well alright, you do have a good point there:</p>
<p>There might be cases where you have perfect information about a risk/reward situation. At least when seen from a tactical perspective. In these cases there&#8217;s often a strategic layer that puts the tactical option in a greater context. Then it&#8217;s less about the individual choice and more about the clever allocation of resources. This extends to your chess metaphor:</p>
<p>As for chess, there&#8217;s no imperfect information about the individual moves: You know beforehand which move is possible and what it&#8217;s direct results will be. However there&#8217;s imperfect information as to the plans of your opponent. Maybe his move is a feint and he&#8217;s setting you up. Here you gamble that your move is the right one to counter your opponent&#8217;s strategy but you can&#8217;t ever know for sure. That&#8217;s the central risk/reward part here.</p>
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		<title>Comment on Gambling and Strategy by Mayec</title>
		<link>http://www.gamearch.com/2010/07/25/gambling-and-strategy/comment-page-1/#comment-708</link>
		<dc:creator>Mayec</dc:creator>
		<pubDate>Sun, 25 Jul 2010 19:30:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=726#comment-708</guid>
		<description>&quot;However in the end there should still be a certain sliver of insecurity before you make the gamble.&quot;

Usually, but not always. A very few strategy games still present you with absolutely all the information you need to take your decision. Their appeal lies in complexity rather than uncertainty. That is, the high amount of possible combinations that a certain action will create.   I&#039;m talking about (You probably guessed it already...), best known example, chess.</description>
		<content:encoded><![CDATA[<p>&#8220;However in the end there should still be a certain sliver of insecurity before you make the gamble.&#8221;</p>
<p>Usually, but not always. A very few strategy games still present you with absolutely all the information you need to take your decision. Their appeal lies in complexity rather than uncertainty. That is, the high amount of possible combinations that a certain action will create.   I&#8217;m talking about (You probably guessed it already&#8230;), best known example, chess.</p>
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		<title>Comment on Vancouver Game Design Expo 2010 by battlecamel</title>
		<link>http://www.gamearch.com/2010/04/20/vancouver-game-design-expo-2010/comment-page-1/#comment-683</link>
		<dc:creator>battlecamel</dc:creator>
		<pubDate>Tue, 20 Apr 2010 20:40:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=705#comment-683</guid>
		<description>I really like the dialog wheel in Mass Effect (currently playing part 1 on Xbox). But did they really use it for Dragon Age, too?

Only got the PC version, which I quickly put away after being crushed quite early in the game (guess I suck as a &quot;gamer&quot;, but at least I was playing on &quot;medium&quot;...)
In said PC version, I do not remember any dialog wheel. They probably replaced it by predefined 1., 2.,... answers for the sake of mouse/keyboard controls.

As for QTE: I believe, the PC version of Mass Effect uses minigames (sort of like Bioshock) for decryption of container locks? IMO a much better implementation, but YMMV.

Still, I am thrilled to see how my saves from ME1 will have an impact on ME2. 
Or not: I chose a &quot;Jane&quot; Shepard as my avatar and now Kaidan is all lovey-dovey about his superior officer... I&#039;d much rather aim for Ashley, but that seems impossible with a &quot;Jane&quot;.  On the other hand, ME is no J-visual novel game, so whatever :)</description>
		<content:encoded><![CDATA[<p>I really like the dialog wheel in Mass Effect (currently playing part 1 on Xbox). But did they really use it for Dragon Age, too?</p>
<p>Only got the PC version, which I quickly put away after being crushed quite early in the game (guess I suck as a &#8220;gamer&#8221;, but at least I was playing on &#8220;medium&#8221;&#8230;)<br />
In said PC version, I do not remember any dialog wheel. They probably replaced it by predefined 1., 2.,&#8230; answers for the sake of mouse/keyboard controls.</p>
<p>As for QTE: I believe, the PC version of Mass Effect uses minigames (sort of like Bioshock) for decryption of container locks? IMO a much better implementation, but YMMV.</p>
<p>Still, I am thrilled to see how my saves from ME1 will have an impact on ME2.<br />
Or not: I chose a &#8220;Jane&#8221; Shepard as my avatar and now Kaidan is all lovey-dovey about his superior officer&#8230; I&#8217;d much rather aim for Ashley, but that seems impossible with a &#8220;Jane&#8221;.  On the other hand, ME is no J-visual novel game, so whatever <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 Miegakure by steffen p walz</title>
		<link>http://www.gamearch.com/2010/04/05/miegakure/comment-page-1/#comment-672</link>
		<dc:creator>steffen p walz</dc:creator>
		<pubDate>Mon, 05 Apr 2010 20:59:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=695#comment-672</guid>
		<description>looks interesting ... but imhop, the video doesn&#039;t really convey the concept of the &quot;4th dimension&quot; (i.e. hyper space) ... it just shows a modal situation where you can push the ring into its significant other. said modal situation could also depict spacetime. but then - who am i to judge without having played it;-)?</description>
		<content:encoded><![CDATA[<p>looks interesting &#8230; but imhop, the video doesn&#8217;t really convey the concept of the &#8220;4th dimension&#8221; (i.e. hyper space) &#8230; it just shows a modal situation where you can push the ring into its significant other. said modal situation could also depict spacetime. but then &#8211; who am i to judge without having played it;-)?</p>
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		<title>Comment on Sword and Sorcery by Martin Nerurkar</title>
		<link>http://www.gamearch.com/2010/04/02/sword-and-sorcery/comment-page-1/#comment-668</link>
		<dc:creator>Martin Nerurkar</dc:creator>
		<pubDate>Sat, 03 Apr 2010 09:47:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=691#comment-668</guid>
		<description>Hm. My guess is that since it&#039;s hard to confuse the two they&#039;ll propably not be. All depends on the other S&amp;S guys and wether they are pricks or not :D</description>
		<content:encoded><![CDATA[<p>Hm. My guess is that since it&#8217;s hard to confuse the two they&#8217;ll propably not be. All depends on the other S&#038;S guys and wether they are pricks or not <img src='http://www.gamearch.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>Comment on Sword and Sorcery by battlecamel</title>
		<link>http://www.gamearch.com/2010/04/02/sword-and-sorcery/comment-page-1/#comment-667</link>
		<dc:creator>battlecamel</dc:creator>
		<pubDate>Fri, 02 Apr 2010 18:54:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamearch.com/?p=691#comment-667</guid>
		<description>I wonder if they are going to face copyright charges. There is a 3rd party D&amp;D supplier of the same name, IIRC.</description>
		<content:encoded><![CDATA[<p>I wonder if they are going to face copyright charges. There is a 3rd party D&amp;D supplier of the same name, IIRC.</p>
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		<title>Comment on Inspiration Example: Black Moon by Martin Nerurkar</title>
		<link>http://www.gamearch.com/2009/05/31/inspiration-example-black-moon/comment-page-1/#comment-662</link>
		<dc:creator>Martin Nerurkar</dc:creator>
		<pubDate>Thu, 18 Mar 2010 16:30:36 +0000</pubDate>
		<guid isPermaLink="false">http://gamearch.com/?p=195#comment-662</guid>
		<description>So far I haven&#039;t had any negative experiences with the incentive.

My idea is that it makes players take the inspiration process a little bit more serious and cause them to think about their suggestions and not simply fire something my way randomly. After all if they want the bonus, even though it&#039;s small, they&#039;ll have to come up with something cool that is in theme and inspires me.</description>
		<content:encoded><![CDATA[<p>So far I haven&#8217;t had any negative experiences with the incentive.</p>
<p>My idea is that it makes players take the inspiration process a little bit more serious and cause them to think about their suggestions and not simply fire something my way randomly. After all if they want the bonus, even though it&#8217;s small, they&#8217;ll have to come up with something cool that is in theme and inspires me.</p>
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