<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: &#8220;Feeling Powerful&#8221; as a Core Experience</title>
	<atom:link href="http://thegameprodigy.com/feeling-powerful-as-a-core-experience/feed/" rel="self" type="application/rss+xml" />
	<link>http://thegameprodigy.com/feeling-powerful-as-a-core-experience/</link>
	<description>Intelligent Game and Career Development</description>
	<lastBuildDate>Mon, 12 Jul 2010 16:33:35 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<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>
]]></content:encoded>
	</item>
	<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>
]]></content:encoded>
	</item>
	<item>
		<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>
]]></content:encoded>
	</item>
	<item>
		<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>
]]></content:encoded>
	</item>
</channel>
</rss>
