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	<title>Casual Game Design Comments</title>
	<link>http://www.casualgamedesign.com</link>
	<description>Designing games everyone can enjoy</description>
	<pubDate>Thu, 09 Sep 2010 12:41:06 +0000</pubDate>
	<generator>http://wordpress.org/?v=1.5.2</generator>

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 		<title>Comment on Exploring the game by: cheap jerseys</title>
		<link>http://www.casualgamedesign.com/?p=49#comment-3794</link>
		<pubDate>Sun, 29 Aug 2010 15:21:01 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=49#comment-3794</guid>
					<description>hey,you have posted such a effectful article that it will certainly help me</description>
		<content:encoded><![CDATA[	<p>hey,you have posted such a effectful article that it will certainly help me
</p>
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 		<title>Comment on The basics of game design by: Dolores Adler</title>
		<link>http://www.casualgamedesign.com/?p=21#comment-3789</link>
		<pubDate>Thu, 26 Aug 2010 21:56:42 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=21#comment-3789</guid>
					<description>Can anyone say, in your experience, what percentage of chance is optimal for maximizing interest in a game? My experience tells me that about 10-15 percent is best. Anything less, and the game can get boring, anything more, and the game seems childish. This is a crucial element to &lt;a href=&quot;http://gameshastra.com/GameDev_Overview.html&quot; rel=&quot;nofollow&quot;&gt;game design&lt;/a&gt;, IMHO.</description>
		<content:encoded><![CDATA[	<p>Can anyone say, in your experience, what percentage of chance is optimal for maximizing interest in a game? My experience tells me that about 10-15 percent is best. Anything less, and the game can get boring, anything more, and the game seems childish. This is a crucial element to <a href="http://gameshastra.com/GameDev_Overview.html" rel="nofollow">game design</a>, IMHO.
</p>
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 		<title>Comment on Notes on The Secret of Monkey Island by: Büyü</title>
		<link>http://www.casualgamedesign.com/?p=55#comment-3753</link>
		<pubDate>Wed, 21 Jul 2010 12:47:54 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=55#comment-3753</guid>
					<description>Monkey Island is very interesting game. Truly that was the golden age of gaming. Back when games were actually hard and﻿ fun instead of just shooting people in the face over and over again.</description>
		<content:encoded><![CDATA[	<p>Monkey Island is very interesting game. Truly that was the golden age of gaming. Back when games were actually hard and﻿ fun instead of just shooting people in the face over and over again.
</p>
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 		<title>Comment on Notes on The Secret of Monkey Island by: Fashion Girl</title>
		<link>http://www.casualgamedesign.com/?p=55#comment-3745</link>
		<pubDate>Sat, 10 Jul 2010 05:25:18 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=55#comment-3745</guid>
					<description>hello, 
Monkey Island is very interesting game. Truly that was the golden age of gaming. Back when games were actually hard and﻿ fun instead of just shooting people in the face over and over again.
Thank you.</description>
		<content:encoded><![CDATA[	<p>hello,<br />
Monkey Island is very interesting game. Truly that was the golden age of gaming. Back when games were actually hard and﻿ fun instead of just shooting people in the face over and over again.<br />
Thank you.
</p>
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 		<title>Comment on The basics of game design by: Tekkon76</title>
		<link>http://www.casualgamedesign.com/?p=21#comment-3714</link>
		<pubDate>Tue, 08 Jun 2010 21:46:48 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=21#comment-3714</guid>
					<description>I'd have to agree that most casual gamers do appreciate a fairly easy learning curve but then again it wouldn't hurt to put some complexity into it...It's easily understandable why games like Bayonetta and Dante's Inferno did so well...A very simple control layout with a simple button combo system...And even though the actions and overall flow of the game can seem repetitive it doesn't diminish the quality of the game...While simplicity is more then welcomed there are examples of games with simple layouts but the button executions are more difficult but are still very much fun to play...Examples of these are Virtua Fight 5 and the Mass Effect series...While the layout for Virtua Fighter is simple but the combo execution can be difficult to perform with the required timing and can be tedious...But upon correct execution of said combos it is often very rewarding and satisfying...While Mass Effect isn't necessarily complex as far as button execution is concerned it does require analyzing effects, ammo upgrades, armor settings, weapon upgrades and to a certain degree squad tactics...And while simplicity is more or less ideal in a learning curve for gaming it certainly wouldn't hurt to up the difficulty for a more challenging and rewarding gameplay experience...At any rate a very good article and sorry if i was a little verbose in my reply...</description>
		<content:encoded><![CDATA[	<p>I&#8217;d have to agree that most casual gamers do appreciate a fairly easy learning curve but then again it wouldn&#8217;t hurt to put some complexity into it&#8230;It&#8217;s easily understandable why games like Bayonetta and Dante&#8217;s Inferno did so well&#8230;A very simple control layout with a simple button combo system&#8230;And even though the actions and overall flow of the game can seem repetitive it doesn&#8217;t diminish the quality of the game&#8230;While simplicity is more then welcomed there are examples of games with simple layouts but the button executions are more difficult but are still very much fun to play&#8230;Examples of these are Virtua Fight 5 and the Mass Effect series&#8230;While the layout for Virtua Fighter is simple but the combo execution can be difficult to perform with the required timing and can be tedious&#8230;But upon correct execution of said combos it is often very rewarding and satisfying&#8230;While Mass Effect isn&#8217;t necessarily complex as far as button execution is concerned it does require analyzing effects, ammo upgrades, armor settings, weapon upgrades and to a certain degree squad tactics&#8230;And while simplicity is more or less ideal in a learning curve for gaming it certainly wouldn&#8217;t hurt to up the difficulty for a more challenging and rewarding gameplay experience&#8230;At any rate a very good article and sorry if i was a little verbose in my reply&#8230;
</p>
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 		<title>Comment on Worthwhile experience by: PSP Systems</title>
		<link>http://www.casualgamedesign.com/?p=54#comment-3712</link>
		<pubDate>Tue, 01 Jun 2010 07:05:58 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=54#comment-3712</guid>
					<description>Gaming needs nice innovative idea that people likes..... and also it tooks some time to understand and needs some mind power also....</description>
		<content:encoded><![CDATA[	<p>Gaming needs nice innovative idea that people likes&#8230;.. and also it tooks some time to understand and needs some mind power also&#8230;.
</p>
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 		<title>Comment on Coming up with game ideas by: Majid</title>
		<link>http://www.casualgamedesign.com/?p=22#comment-3709</link>
		<pubDate>Sun, 30 May 2010 12:30:52 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=22#comment-3709</guid>
					<description>I dont know how to put this but i have a idea..for phones..a multiplayer which only uses lines and blocks and triangular shapes..basically you take control of a line with a arrow on the end (hopefully in illuminous colours on a star studded background..ergh madness) ok so using phones with accelorometers you go through a maze racing around with other people trying to trap them all while avoiding the obstacles..such as blocks and s**t..dont know how to make it but have the mad idea's all i need is a programmer and a person who can make art...i have the idea's.

crazy ones but eh what would the world be without those.</description>
		<content:encoded><![CDATA[	<p>I dont know how to put this but i have a idea..for phones..a multiplayer which only uses lines and blocks and triangular shapes..basically you take control of a line with a arrow on the end (hopefully in illuminous colours on a star studded background..ergh madness) ok so using phones with accelorometers you go through a maze racing around with other people trying to trap them all while avoiding the obstacles..such as blocks and s**t..dont know how to make it but have the mad idea&#8217;s all i need is a programmer and a person who can make art&#8230;i have the idea&#8217;s.</p>
	<p>crazy ones but eh what would the world be without those.
</p>
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 		<title>Comment on Notes on The Secret of Monkey Island by: William Willing</title>
		<link>http://www.casualgamedesign.com/?p=55#comment-3695</link>
		<pubDate>Wed, 05 May 2010 13:30:03 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=55#comment-3695</guid>
					<description>So now we know where the name Guybrush comes from, but what about Threepwood?</description>
		<content:encoded><![CDATA[	<p>So now we know where the name Guybrush comes from, but what about Threepwood?
</p>
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 		<title>Comment on Notes on The Secret of Monkey Island by: Home Design</title>
		<link>http://www.casualgamedesign.com/?p=55#comment-3694</link>
		<pubDate>Wed, 05 May 2010 12:05:13 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=55#comment-3694</guid>
					<description>Hiiiiiiiiiiii
The name ‘Guybrush’ came from the filename of the sprite used for the character. It was named saved as ‘guy’, resulting in a ‘guy.brush’ filename. 

joseph
&lt;a href=&quot;http://homedesignhelp.com&quot; rel=&quot;nofollow&quot;&gt;Home Design&lt;/a&gt;</description>
		<content:encoded><![CDATA[	<p>Hiiiiiiiiiiii<br />
The name ‘Guybrush’ came from the filename of the sprite used for the character. It was named saved as ‘guy’, resulting in a ‘guy.brush’ filename. </p>
	<p>joseph<br />
<a href="http://homedesignhelp.com" rel="nofollow">Home Design</a>
</p>
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 		<title>Comment on The Reward series, part 1: The basics of reward by: Alireza Yarmohamadi</title>
		<link>http://www.casualgamedesign.com/?p=42#comment-3685</link>
		<pubDate>Tue, 13 Apr 2010 15:19:53 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=42#comment-3685</guid>
					<description>Nice &amp;#38; good job.

you can design A good reward for tutorials and your Quests.</description>
		<content:encoded><![CDATA[	<p>Nice &amp; good job.</p>
	<p>you can design A good reward for tutorials and your Quests.
</p>
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