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	<title>Comments on: Canabalt: Taking a Base Mechanic to the Limit!</title>
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	<description>Intelligent Game and Career Development</description>
	<lastBuildDate>Wed, 08 Sep 2010 16:50:07 +0000</lastBuildDate>
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		<title>By: Brice</title>
		<link>http://thegameprodigy.com/canabalt-taking-a-base-mechanic-to-the-limit/comment-page-1/#comment-471</link>
		<dc:creator>Brice</dc:creator>
		<pubDate>Sat, 22 May 2010 19:12:17 +0000</pubDate>
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		<description>Hi DracoDominus, I don&#039;t know anything about your project that you&#039;ve been working on, but I&#039;m glad that another game has been able to give you some ideas.  Just be careful not to throw the baby out with the bathwater when incorporating a new concept, I&#039;m sure a lot of what you already had was valuable. :-)</description>
		<content:encoded><![CDATA[<p>Hi DracoDominus, I don&#8217;t know anything about your project that you&#8217;ve been working on, but I&#8217;m glad that another game has been able to give you some ideas.  Just be careful not to throw the baby out with the bathwater when incorporating a new concept, I&#8217;m sure a lot of what you already had was valuable. :-)</p>
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		<title>By: DracoDominus</title>
		<link>http://thegameprodigy.com/canabalt-taking-a-base-mechanic-to-the-limit/comment-page-1/#comment-468</link>
		<dc:creator>DracoDominus</dc:creator>
		<pubDate>Sat, 22 May 2010 07:39:02 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=259#comment-468</guid>
		<description>I don&#039;t agree with a lot of things you post, but on this i have to speak up. I played this game way back when it first came out and it was an intensely thrilling game. The course slowly evolved as you picked up speed, more obstacles appearing, buildings becoming more random. The implications of it&#039;s design are phenomenal and can stretch all the way from puzzlers like bejeweled to full on RPG&#039;s in the way FFVII was with it&#039;s 4 disks of gameplay. I&#039;ve been working on a major production for the last five years, doing nearly every job because only one person has responded when i needed help, and her only because we&#039;ve been friends for a good chunk of time and she feels that this game is just as much hers at this point as it is mine. Having done all this work designing the gameplay, the story, the characters, the music, and so many other decisions having been made, with the realization of this simple concept i just now scrapped and redesigned half of my system in my head over the last ten minutes, where it took me months to be happy with them the first time through.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t agree with a lot of things you post, but on this i have to speak up. I played this game way back when it first came out and it was an intensely thrilling game. The course slowly evolved as you picked up speed, more obstacles appearing, buildings becoming more random. The implications of it&#8217;s design are phenomenal and can stretch all the way from puzzlers like bejeweled to full on RPG&#8217;s in the way FFVII was with it&#8217;s 4 disks of gameplay. I&#8217;ve been working on a major production for the last five years, doing nearly every job because only one person has responded when i needed help, and her only because we&#8217;ve been friends for a good chunk of time and she feels that this game is just as much hers at this point as it is mine. Having done all this work designing the gameplay, the story, the characters, the music, and so many other decisions having been made, with the realization of this simple concept i just now scrapped and redesigned half of my system in my head over the last ten minutes, where it took me months to be happy with them the first time through.</p>
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