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	<title>Comments on: The Game Design Canvas: Base Mechanics</title>
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	<description>The Source for Game Design</description>
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		<title>By: A Necessary Evil: Grinding in Games &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-base-mechanics/comment-page-1/#comment-1207</link>
		<dc:creator>A Necessary Evil: Grinding in Games &#124; The Game Prodigy</dc:creator>
		<pubDate>Mon, 31 Jan 2011 18:55:37 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=201#comment-1207</guid>
		<description>[...] Base Mechanics and Punishment and Reward Systems that have already been mastered by the player [...]</description>
		<content:encoded><![CDATA[<p>[...] Base Mechanics and Punishment and Reward Systems that have already been mastered by the player [...]</p>
]]></content:encoded>
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	<item>
		<title>By: Game Design Terms: Grokking &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-base-mechanics/comment-page-1/#comment-885</link>
		<dc:creator>Game Design Terms: Grokking &#124; The Game Prodigy</dc:creator>
		<pubDate>Fri, 24 Dec 2010 05:42:27 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=201#comment-885</guid>
		<description>[...] players encounter a game or a single Base Mechanic for the first time, then there is a learning period.  As they experiment with it, then eventually [...]</description>
		<content:encoded><![CDATA[<p>[...] players encounter a game or a single Base Mechanic for the first time, then there is a learning period.  As they experiment with it, then eventually [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Organize Your Thoughts Like a Pro Designer &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-base-mechanics/comment-page-1/#comment-754</link>
		<dc:creator>Organize Your Thoughts Like a Pro Designer &#124; The Game Prodigy</dc:creator>
		<pubDate>Tue, 14 Dec 2010 04:35:11 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=201#comment-754</guid>
		<description>[...] Base Mechanics [...]</description>
		<content:encoded><![CDATA[<p>[...] Base Mechanics [...]</p>
]]></content:encoded>
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	<item>
		<title>By: Why do Indies Hate Social Games? &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-base-mechanics/comment-page-1/#comment-678</link>
		<dc:creator>Why do Indies Hate Social Games? &#124; The Game Prodigy</dc:creator>
		<pubDate>Mon, 15 Nov 2010 04:03:01 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=201#comment-678</guid>
		<description>[...] often do not make originality a goal.  In fact, some companies actually actively copy the Base Mechanics and Punishment and Reward Systems of their competitors.  Farmville was a direct copy of Farmtown [...]</description>
		<content:encoded><![CDATA[<p>[...] often do not make originality a goal.  In fact, some companies actually actively copy the Base Mechanics and Punishment and Reward Systems of their competitors.  Farmville was a direct copy of Farmtown [...]</p>
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	<item>
		<title>By: Epic Game Design: How the Incomparable Final Fantasy is Built &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-base-mechanics/comment-page-1/#comment-540</link>
		<dc:creator>Epic Game Design: How the Incomparable Final Fantasy is Built &#124; The Game Prodigy</dc:creator>
		<pubDate>Tue, 06 Jul 2010 07:04:05 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=201#comment-540</guid>
		<description>[...] game fondly from their childhood, while others may have never played it but would recognize some Base Mechanics as ancestors of their current day favorite [...]</description>
		<content:encoded><![CDATA[<p>[...] game fondly from their childhood, while others may have never played it but would recognize some Base Mechanics as ancestors of their current day favorite [...]</p>
]]></content:encoded>
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		<title>By: Canabalt: Taking a Base Mechanic to the Limit! &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-base-mechanics/comment-page-1/#comment-314</link>
		<dc:creator>Canabalt: Taking a Base Mechanic to the Limit! &#124; The Game Prodigy</dc:creator>
		<pubDate>Sun, 07 Feb 2010 06:51:58 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=201#comment-314</guid>
		<description>[...] notice that in Canabalt, the player&#8217;s character runs automatically.  There is no Base Mechanic for making the character move forward; that was purposely left out.  The effect?  A sense of [...]</description>
		<content:encoded><![CDATA[<p>[...] notice that in Canabalt, the player&#8217;s character runs automatically.  There is no Base Mechanic for making the character move forward; that was purposely left out.  The effect?  A sense of [...]</p>
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	</item>
	<item>
		<title>By: The Game Design Canvas &#171; helloludo</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-base-mechanics/comment-page-1/#comment-221</link>
		<dc:creator>The Game Design Canvas &#171; helloludo</dc:creator>
		<pubDate>Tue, 19 Jan 2010 14:13:40 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=201#comment-221</guid>
		<description>[...] Game Design Canvas: An Introduction The Game Design Canvas: Base Mechanics The Game Design Canvas: Punishment and Reward Systems The Game Design Canvas: Long Term Incentive [...]</description>
		<content:encoded><![CDATA[<p>[...] Game Design Canvas: An Introduction The Game Design Canvas: Base Mechanics The Game Design Canvas: Punishment and Reward Systems The Game Design Canvas: Long Term Incentive [...]</p>
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	</item>
	<item>
		<title>By: The Game Design Canvas: Long Term Incentive &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-base-mechanics/comment-page-1/#comment-123</link>
		<dc:creator>The Game Design Canvas: Long Term Incentive &#124; The Game Prodigy</dc:creator>
		<pubDate>Fri, 25 Dec 2009 11:07:58 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=201#comment-123</guid>
		<description>[...] actions within the game&#8217;s construct.  Seeking an Experience, they are beginning with the Base Mechanics.  They are beginning to become coordinated, so to speak, to learn to move and live in the game’s [...]</description>
		<content:encoded><![CDATA[<p>[...] actions within the game&#8217;s construct.  Seeking an Experience, they are beginning with the Base Mechanics.  They are beginning to become coordinated, so to speak, to learn to move and live in the game’s [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: The Game Design Canvas: Punishment and Reward Systems &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-base-mechanics/comment-page-1/#comment-84</link>
		<dc:creator>The Game Design Canvas: Punishment and Reward Systems &#124; The Game Prodigy</dc:creator>
		<pubDate>Thu, 17 Dec 2009 11:14:34 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=201#comment-84</guid>
		<description>[...] we discussed in our last introductory article to the game design canvas on Base Mechanics, every game has actions that it lets the player perform.  The player can run, shoot, paint, throw, [...]</description>
		<content:encoded><![CDATA[<p>[...] we discussed in our last introductory article to the game design canvas on Base Mechanics, every game has actions that it lets the player perform.  The player can run, shoot, paint, throw, [...]</p>
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	</item>
	<item>
		<title>By: GB Jackson</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-base-mechanics/comment-page-1/#comment-83</link>
		<dc:creator>GB Jackson</dc:creator>
		<pubDate>Wed, 16 Dec 2009 21:36:24 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=201#comment-83</guid>
		<description>Thanks for this interesting read. This is useful material when trying to conceive of increasing layers of player interaction - as in, what level of complex mechanic can a designer presume the player is familiar with at a certain point in the game, so that they might best introduce an additional or more advanced mechanic?
Best-</description>
		<content:encoded><![CDATA[<p>Thanks for this interesting read. This is useful material when trying to conceive of increasing layers of player interaction &#8211; as in, what level of complex mechanic can a designer presume the player is familiar with at a certain point in the game, so that they might best introduce an additional or more advanced mechanic?<br />
Best-</p>
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