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	<title>Comments for A Games Design Blog</title>
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	<link>http://agamesdesignblog.com</link>
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		<title>Comment on UDK: A Project Begins by steph</title>
		<link>http://agamesdesignblog.com/2009/11/19/udk-a-project-begins/comment-page-1/#comment-241</link>
		<dc:creator>steph</dc:creator>
		<pubDate>Mon, 08 Feb 2010 19:15:12 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=411#comment-241</guid>
		<description>Can you give some specific details regarding buoyancy? Thanks.</description>
		<content:encoded><![CDATA[<p>Can you give some specific details regarding buoyancy? Thanks.</p>
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		<title>Comment on Failure and Learning by T3EdLevelDesign</title>
		<link>http://agamesdesignblog.com/2009/03/26/failure-and-learning/comment-page-1/#comment-232</link>
		<dc:creator>T3EdLevelDesign</dc:creator>
		<pubDate>Sat, 23 Jan 2010 21:20:21 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=369#comment-232</guid>
		<description>Great article!

I think that the partial failure is always taken into account in games. E.g. shooters let you restock your ammo and replenish your health before you enter a room full of bad guys or after exhausting boss fight, before venturing any further.

There is a certain type of game where &quot;no failure path&quot; should be thought over and created by the designer. It&#039;s the stealth game. Thief series is a good example for that. The game rewards the perceptive player, who observes the environment, finds a weak spot in a &quot;tight&quot; security and move unseen from location to location. The combat is also possible, but the margin for failure here is really small. Usually you can pick up a fight with one-two guards and you&#039;ll be lucky if you don&#039;t die.

On the other hand, a bad example of a game punishing the player without giving him proper guidelines first is Cryostasis. I wrote a few words about it here: http://t3edleveldesign.wordpress.com/2010/01/23/my-game-design-rants-1-cryostasis/</description>
		<content:encoded><![CDATA[<p>Great article!</p>
<p>I think that the partial failure is always taken into account in games. E.g. shooters let you restock your ammo and replenish your health before you enter a room full of bad guys or after exhausting boss fight, before venturing any further.</p>
<p>There is a certain type of game where &#8220;no failure path&#8221; should be thought over and created by the designer. It&#8217;s the stealth game. Thief series is a good example for that. The game rewards the perceptive player, who observes the environment, finds a weak spot in a &#8220;tight&#8221; security and move unseen from location to location. The combat is also possible, but the margin for failure here is really small. Usually you can pick up a fight with one-two guards and you&#8217;ll be lucky if you don&#8217;t die.</p>
<p>On the other hand, a bad example of a game punishing the player without giving him proper guidelines first is Cryostasis. I wrote a few words about it here: <a href="http://t3edleveldesign.wordpress.com/2010/01/23/my-game-design-rants-1-cryostasis/"  onclick="pageTracker._trackPageview('/outgoing/t3edleveldesign.wordpress.com/2010/01/23/my-game-design-rants-1-cryostasis/?referer=');">http://t3edleveldesign.wordpress.com/2010/01/23/my-game-design-rants-1-cryostasis/</a></p>
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		<title>Comment on UDK: A Project Continues by roBurky</title>
		<link>http://agamesdesignblog.com/2009/12/13/udk-a-project-continues/comment-page-1/#comment-215</link>
		<dc:creator>roBurky</dc:creator>
		<pubDate>Sun, 13 Dec 2009 18:38:20 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=416#comment-215</guid>
		<description>I like the new look.

Is it still based on rolling ball movement? I can imagine that trying to manage rolling momentum might be difficult if you can&#039;t see a texture on your ball any more.</description>
		<content:encoded><![CDATA[<p>I like the new look.</p>
<p>Is it still based on rolling ball movement? I can imagine that trying to manage rolling momentum might be difficult if you can&#8217;t see a texture on your ball any more.</p>
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		<title>Comment on UDK: A Project Begins by Gregor</title>
		<link>http://agamesdesignblog.com/2009/11/19/udk-a-project-begins/comment-page-1/#comment-212</link>
		<dc:creator>Gregor</dc:creator>
		<pubDate>Wed, 02 Dec 2009 22:37:28 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=411#comment-212</guid>
		<description>I really like the lighting in your game, and I will continue to read your blog. Keep it up!</description>
		<content:encoded><![CDATA[<p>I really like the lighting in your game, and I will continue to read your blog. Keep it up!</p>
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		<title>Comment on UDK: A Project Begins by hey</title>
		<link>http://agamesdesignblog.com/2009/11/19/udk-a-project-begins/comment-page-1/#comment-210</link>
		<dc:creator>hey</dc:creator>
		<pubDate>Sun, 22 Nov 2009 15:01:03 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=411#comment-210</guid>
		<description>Hey this looks really great

awesome job!!!!!

May i could make a small soundtrack?

visit me @
http://www.myspace.com/six5musicsoundtrack</description>
		<content:encoded><![CDATA[<p>Hey this looks really great</p>
<p>awesome job!!!!!</p>
<p>May i could make a small soundtrack?</p>
<p>visit me @<br />
<a href="http://www.myspace.com/six5musicsoundtrack"  onclick="pageTracker._trackPageview('/outgoing/www.myspace.com/six5musicsoundtrack?referer=');">http://www.myspace.com/six5musicsoundtrack</a></p>
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		<title>Comment on UDK: A Project Begins by PsySal</title>
		<link>http://agamesdesignblog.com/2009/11/19/udk-a-project-begins/comment-page-1/#comment-205</link>
		<dc:creator>PsySal</dc:creator>
		<pubDate>Thu, 19 Nov 2009 17:31:03 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=411#comment-205</guid>
		<description>I gotta say, this looks ace, and makes me want to learn the unreal engine.</description>
		<content:encoded><![CDATA[<p>I gotta say, this looks ace, and makes me want to learn the unreal engine.</p>
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		<title>Comment on Are Videogames Killing the Music Industry? by Karen Gratis Spiele</title>
		<link>http://agamesdesignblog.com/2009/08/05/are-videogames-killing-the-music-industry/comment-page-1/#comment-204</link>
		<dc:creator>Karen Gratis Spiele</dc:creator>
		<pubDate>Wed, 18 Nov 2009 11:03:58 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=401#comment-204</guid>
		<description>I completely agree with Psysal. The biggest problem is that people do NOT have tha same interest in music as they did before. Anyways, thank you for sharing the article, it makes reflect on how society and tastes have changen in the last 30 years.</description>
		<content:encoded><![CDATA[<p>I completely agree with Psysal. The biggest problem is that people do NOT have tha same interest in music as they did before. Anyways, thank you for sharing the article, it makes reflect on how society and tastes have changen in the last 30 years.</p>
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		<title>Comment on Are Videogames Killing the Music Industry? by Lucy</title>
		<link>http://agamesdesignblog.com/2009/08/05/are-videogames-killing-the-music-industry/comment-page-1/#comment-203</link>
		<dc:creator>Lucy</dc:creator>
		<pubDate>Mon, 26 Oct 2009 13:37:14 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=401#comment-203</guid>
		<description>It&#039;s an interesting idea, though if I think about why I have stopped buying CDs, and I used to buy them constatnly, it does have alot to do with the internet and computers. It is not attractive anymore to own tons and tons of cds, people prefer to have neater stored info on hard drives etc. It makes it easier to travel, clutters places less, and is overall cheaper.</description>
		<content:encoded><![CDATA[<p>It&#8217;s an interesting idea, though if I think about why I have stopped buying CDs, and I used to buy them constatnly, it does have alot to do with the internet and computers. It is not attractive anymore to own tons and tons of cds, people prefer to have neater stored info on hard drives etc. It makes it easier to travel, clutters places less, and is overall cheaper.</p>
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		<title>Comment on 7 Ways to Make Your AI Smarter by What makes a &#8220;smart&#8221; AI? &#171; Tankeflod</title>
		<link>http://agamesdesignblog.com/2009/03/09/7-ways-to-make-your-ai-smarter/comment-page-1/#comment-202</link>
		<dc:creator>What makes a &#8220;smart&#8221; AI? &#171; Tankeflod</dc:creator>
		<pubDate>Sat, 10 Oct 2009 17:34:50 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=350#comment-202</guid>
		<description>[...] a long time ago and been trying to find again ever since &#8211; a very design-oriented piece giving 7 ways to make the AI opponent smarter. Although it only scratches the surface, it gave a good overview. Use some scripting for entries [...]</description>
		<content:encoded><![CDATA[<p>[...] a long time ago and been trying to find again ever since &#8211; a very design-oriented piece giving 7 ways to make the AI opponent smarter. Although it only scratches the surface, it gave a good overview. Use some scripting for entries [...]</p>
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		<title>Comment on Are Videogames Killing the Music Industry? by Nodachi</title>
		<link>http://agamesdesignblog.com/2009/08/05/are-videogames-killing-the-music-industry/comment-page-1/#comment-194</link>
		<dc:creator>Nodachi</dc:creator>
		<pubDate>Wed, 12 Aug 2009 07:59:01 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=401#comment-194</guid>
		<description>Good read, reasonable.
You once said in another post that Videogames are competing against other Activitis, such as Sports etc.
But i guess you could say that CD&#039;s have the same Problem, they are competing against Films and Videogames aswell.</description>
		<content:encoded><![CDATA[<p>Good read, reasonable.<br />
You once said in another post that Videogames are competing against other Activitis, such as Sports etc.<br />
But i guess you could say that CD&#8217;s have the same Problem, they are competing against Films and Videogames aswell.</p>
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