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	<title>Comments on: Experience Driven Game Design</title>
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	<link>http://bitbattalion.com/2010/02/experience-driven-game-design/</link>
	<description>Game Dev, Programming, Flash, Oh My!</description>
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		<title>By: David</title>
		<link>http://bitbattalion.com/2010/02/experience-driven-game-design/comment-page-1/#comment-59</link>
		<dc:creator>David</dc:creator>
		<pubDate>Thu, 18 Mar 2010 00:51:54 +0000</pubDate>
		<guid isPermaLink="false">http://bitbattalion.com/?p=291#comment-59</guid>
		<description>I really think the experience-oriented game design is already beginning to cause a major revolution in how games are made. Look at flOw and Flower. Also, the tremendous &quot;Shadow of the Colossus.&quot; Heck, even Age of Conan, in some respects. What jumps out to me is that all these games are &quot;entertaining&quot; not because of their objectives but because of their means. I throw AoC in here as an example because I see it standing out from all other MMOs by having entertainment value provided through its fighting not through its leveling. In other words, I found the experience of fighting itself to be inherently rewarding due to its &quot;feel&quot; and not due to any particular desire to level up or obtain an objective. Shadow of the Colossus is a purer example of your principle, and, of course, your idea is so perfectly represented in flOw and Flower that I&#039;d be hard pressed to admit that you weren&#039;t employed by thatGameCompany. ;)

In short, REALLY nice article.</description>
		<content:encoded><![CDATA[<p>I really think the experience-oriented game design is already beginning to cause a major revolution in how games are made. Look at flOw and Flower. Also, the tremendous &#8220;Shadow of the Colossus.&#8221; Heck, even Age of Conan, in some respects. What jumps out to me is that all these games are &#8220;entertaining&#8221; not because of their objectives but because of their means. I throw AoC in here as an example because I see it standing out from all other MMOs by having entertainment value provided through its fighting not through its leveling. In other words, I found the experience of fighting itself to be inherently rewarding due to its &#8220;feel&#8221; and not due to any particular desire to level up or obtain an objective. Shadow of the Colossus is a purer example of your principle, and, of course, your idea is so perfectly represented in flOw and Flower that I&#8217;d be hard pressed to admit that you weren&#8217;t employed by thatGameCompany. <img src='http://bitbattalion.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>In short, REALLY nice article.</p>
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		<title>By: Vlad</title>
		<link>http://bitbattalion.com/2010/02/experience-driven-game-design/comment-page-1/#comment-37</link>
		<dc:creator>Vlad</dc:creator>
		<pubDate>Fri, 19 Feb 2010 13:12:36 +0000</pubDate>
		<guid isPermaLink="false">http://bitbattalion.com/?p=291#comment-37</guid>
		<description>Took a bit of time to read your article after your post in our blog. I heartly agree with what you wrote here, but you (like me and many others) are still a bit too obsessed with the word or definition of &#039;fun&#039;.

Reread your article and substitute the word &#039;fun&#039; for &#039;entertainment&#039;. This subtle switch offers you a grand new perspective, especially when it fits the paradigm you just presented so well.

Think of the possibilities. Instead of designing a fun experience, let us design an entertainment experience. Fits today&#039;s games much better, don&#039;t you agree? :)

I&#039;ll be following up this subject on our blog later on.</description>
		<content:encoded><![CDATA[<p>Took a bit of time to read your article after your post in our blog. I heartly agree with what you wrote here, but you (like me and many others) are still a bit too obsessed with the word or definition of &#8216;fun&#8217;.</p>
<p>Reread your article and substitute the word &#8216;fun&#8217; for &#8216;entertainment&#8217;. This subtle switch offers you a grand new perspective, especially when it fits the paradigm you just presented so well.</p>
<p>Think of the possibilities. Instead of designing a fun experience, let us design an entertainment experience. Fits today&#8217;s games much better, don&#8217;t you agree? <img src='http://bitbattalion.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I&#8217;ll be following up this subject on our blog later on.</p>
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		<title>By: Sash</title>
		<link>http://bitbattalion.com/2010/02/experience-driven-game-design/comment-page-1/#comment-34</link>
		<dc:creator>Sash</dc:creator>
		<pubDate>Sun, 14 Feb 2010 04:36:05 +0000</pubDate>
		<guid isPermaLink="false">http://bitbattalion.com/?p=291#comment-34</guid>
		<description>Thanks Jeremy!</description>
		<content:encoded><![CDATA[<p>Thanks Jeremy!</p>
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	<item>
		<title>By: Jeremy Apthorp</title>
		<link>http://bitbattalion.com/2010/02/experience-driven-game-design/comment-page-1/#comment-32</link>
		<dc:creator>Jeremy Apthorp</dc:creator>
		<pubDate>Fri, 12 Feb 2010 06:11:18 +0000</pubDate>
		<guid isPermaLink="false">http://bitbattalion.com/?p=291#comment-32</guid>
		<description>Awesome article. Definitely going to think about things from this perspective more :)</description>
		<content:encoded><![CDATA[<p>Awesome article. Definitely going to think about things from this perspective more <img src='http://bitbattalion.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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