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	<title>Comments on: Game Design Tutorials: From Seconds to Hours of Gameplay</title>
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	<description>Intelligent Game and Career Development</description>
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		<title>By: A Necessary Evil: Grinding in Games &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/game-design-lessons-from-seconds-to-hours-of-gameplay/comment-page-1/#comment-504</link>
		<dc:creator>A Necessary Evil: Grinding in Games &#124; The Game Prodigy</dc:creator>
		<pubDate>Mon, 14 Jun 2010 07:14:24 +0000</pubDate>
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		<description>[...] exists for a reason.  The length of a game can be increased to an incredible degree by simply layering on higher systems to get the player to repeat the same performance.  When [...]</description>
		<content:encoded><![CDATA[<p>[...] exists for a reason.  The length of a game can be increased to an incredible degree by simply layering on higher systems to get the player to repeat the same performance.  When [...]</p>
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		<title>By: Multiplying Your Game Length by Four Hundred &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/game-design-lessons-from-seconds-to-hours-of-gameplay/comment-page-1/#comment-463</link>
		<dc:creator>Multiplying Your Game Length by Four Hundred &#124; The Game Prodigy</dc:creator>
		<pubDate>Sun, 16 May 2010 13:35:55 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=63#comment-463</guid>
		<description>[...] Great Dungeon in the Sky is a fun little indie game that made its rounds online a while back, &#8220;little&#8221; describing the size of the character on screen and not the depth of the game.  If you haven&#8217;t played it, it&#8217;s a simple action sidescroller with an expansive world to explore and conquer in rapid fashion.  But in addition to being an enjoyable indie title, Great Dungeon in the Sky stands out as a stellar example of one of the most important lessons in game design: how to cheaply extend game length. [...]</description>
		<content:encoded><![CDATA[<p>[...] Great Dungeon in the Sky is a fun little indie game that made its rounds online a while back, &#8220;little&#8221; describing the size of the character on screen and not the depth of the game.  If you haven&#8217;t played it, it&#8217;s a simple action sidescroller with an expansive world to explore and conquer in rapid fashion.  But in addition to being an enjoyable indie title, Great Dungeon in the Sky stands out as a stellar example of one of the most important lessons in game design: how to cheaply extend game length. [...]</p>
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		<title>By: Paul - Dreamesa.com</title>
		<link>http://thegameprodigy.com/game-design-lessons-from-seconds-to-hours-of-gameplay/comment-page-1/#comment-458</link>
		<dc:creator>Paul - Dreamesa.com</dc:creator>
		<pubDate>Thu, 29 Apr 2010 12:00:08 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=63#comment-458</guid>
		<description>Thanks for this great video, it really helps to use this method to expand your gameplay; helps visualise the structure of your game actions and goals.

More videos Please!!

Paul.</description>
		<content:encoded><![CDATA[<p>Thanks for this great video, it really helps to use this method to expand your gameplay; helps visualise the structure of your game actions and goals.</p>
<p>More videos Please!!</p>
<p>Paul.</p>
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