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	<title>Comments on: &#8220;Feeling Powerful&#8221; as a Core Experience</title>
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	<link>http://thegameprodigy.com/feeling-powerful-as-a-core-experience/</link>
	<description>The Source for Game Design</description>
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		<title>By: Brice Morrison</title>
		<link>http://thegameprodigy.com/feeling-powerful-as-a-core-experience/comment-page-1/#comment-1320</link>
		<dc:creator>Brice Morrison</dc:creator>
		<pubDate>Thu, 10 Feb 2011 13:33:51 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=188#comment-1320</guid>
		<description>Hi Myles, yes, improving at Multiplayer can be an incredible long term driver.

And, yes, The Game Design Canvas is a model that I made from my own experiences as a designer.  It&#039;s not the only model out there, not by a long shot, but it&#039;s one that I and other designers have found helpful.

Thanks for the comment!</description>
		<content:encoded><![CDATA[<p>Hi Myles, yes, improving at Multiplayer can be an incredible long term driver.</p>
<p>And, yes, The Game Design Canvas is a model that I made from my own experiences as a designer.  It&#8217;s not the only model out there, not by a long shot, but it&#8217;s one that I and other designers have found helpful.</p>
<p>Thanks for the comment!</p>
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		<title>By: Myles Blasonato</title>
		<link>http://thegameprodigy.com/feeling-powerful-as-a-core-experience/comment-page-1/#comment-1314</link>
		<dc:creator>Myles Blasonato</dc:creator>
		<pubDate>Thu, 10 Feb 2011 01:14:18 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=188#comment-1314</guid>
		<description>Hi guys,
As a game designer myself I think that multiplayer is a feature for long term incentive. Any type of social aspect increases the gameplay length. Take Call of Duty. People wouldn&#039;t still be playing that game two years after if it didn&#039;t have multiplayer.

Cheers,
Myles Blasonato.
PS: Bryce is this your model or someone else? I&#039;m asking because I use a very similar approach to game development but never really took the time to give it a name. I think the canvas is a great tool to be documented :)</description>
		<content:encoded><![CDATA[<p>Hi guys,<br />
As a game designer myself I think that multiplayer is a feature for long term incentive. Any type of social aspect increases the gameplay length. Take Call of Duty. People wouldn&#8217;t still be playing that game two years after if it didn&#8217;t have multiplayer.</p>
<p>Cheers,<br />
Myles Blasonato.<br />
PS: Bryce is this your model or someone else? I&#8217;m asking because I use a very similar approach to game development but never really took the time to give it a name. I think the canvas is a great tool to be documented :)</p>
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	<item>
		<title>By: Brice</title>
		<link>http://thegameprodigy.com/feeling-powerful-as-a-core-experience/comment-page-1/#comment-57</link>
		<dc:creator>Brice</dc:creator>
		<pubDate>Tue, 08 Dec 2009 05:38:33 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=188#comment-57</guid>
		<description>@Victor, when developing this model, I thought seriously about adding a social element.  After studying more and more games, however, I decided against it, because the Canvas is created to analyze the game and its influence on player behavior, whether it&#039;s one player or multiple.  You can still describe multiplayer games within the five components.  Also, as you mentioned, it wouldn&#039;t apply to every game, while the Canvas is meant to be universal.

Thanks for the comment!</description>
		<content:encoded><![CDATA[<p>@Victor, when developing this model, I thought seriously about adding a social element.  After studying more and more games, however, I decided against it, because the Canvas is created to analyze the game and its influence on player behavior, whether it&#8217;s one player or multiple.  You can still describe multiplayer games within the five components.  Also, as you mentioned, it wouldn&#8217;t apply to every game, while the Canvas is meant to be universal.</p>
<p>Thanks for the comment!</p>
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	<item>
		<title>By: n3wt0n! &#187; Game Design Canvas</title>
		<link>http://thegameprodigy.com/feeling-powerful-as-a-core-experience/comment-page-1/#comment-54</link>
		<dc:creator>n3wt0n! &#187; Game Design Canvas</dc:creator>
		<pubDate>Mon, 07 Dec 2009 16:46:35 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=188#comment-54</guid>
		<description>[...] &#8220;Feeling Powerful&#8221; as a Core Experience [...]</description>
		<content:encoded><![CDATA[<p>[...] &#8220;Feeling Powerful&#8221; as a Core Experience [...]</p>
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		<title>By: Victor Chelaru</title>
		<link>http://thegameprodigy.com/feeling-powerful-as-a-core-experience/comment-page-1/#comment-49</link>
		<dc:creator>Victor Chelaru</dc:creator>
		<pubDate>Fri, 04 Dec 2009 17:40:47 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=188#comment-49</guid>
		<description>Hi Brice, good review.  I&#039;m a game designer myself so the components of core experience caught my eye.  It&#039;s good and it covers almost everything.  I&#039;d add a 5th piece which is &quot;social&quot; element. This covers multiplayer and all of the different varieties of multiplayer, but also games that encourage involvement by those not playing (like Rock Band).  It can really change the experience of a game so it&#039;s something that should be considered.  Of course, it might not have a big element in Caster.</description>
		<content:encoded><![CDATA[<p>Hi Brice, good review.  I&#8217;m a game designer myself so the components of core experience caught my eye.  It&#8217;s good and it covers almost everything.  I&#8217;d add a 5th piece which is &#8220;social&#8221; element. This covers multiplayer and all of the different varieties of multiplayer, but also games that encourage involvement by those not playing (like Rock Band).  It can really change the experience of a game so it&#8217;s something that should be considered.  Of course, it might not have a big element in Caster.</p>
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		<title>By: Mike Smith</title>
		<link>http://thegameprodigy.com/feeling-powerful-as-a-core-experience/comment-page-1/#comment-44</link>
		<dc:creator>Mike Smith</dc:creator>
		<pubDate>Fri, 04 Dec 2009 07:16:26 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=188#comment-44</guid>
		<description>Fantastic analysis Brice!

One side note, you can fail a mission on normal or extreme of you lose all your energy.  Part of your energy is lost each time your shields run out.

Thanks!</description>
		<content:encoded><![CDATA[<p>Fantastic analysis Brice!</p>
<p>One side note, you can fail a mission on normal or extreme of you lose all your energy.  Part of your energy is lost each time your shields run out.</p>
<p>Thanks!</p>
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