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	<title>Comments on: A bad start is a bad start</title>
	<link>http://www.casualgamedesign.com/?p=52</link>
	<description>Designing games everyone can enjoy</description>
	<pubDate>Tue, 07 Sep 2010 02:13:06 +0000</pubDate>
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 		<title>Comment on A bad start is a bad start by: Amelia f</title>
		<link>http://www.casualgamedesign.com/?p=52#comment-2908</link>
		<pubDate>Fri, 11 Apr 2008 21:15:36 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=52#comment-2908</guid>
					<description>hi thats ok things u have got in here
u could make it a lot better 
anyway bye</description>
		<content:encoded><![CDATA[	<p>hi thats ok things u have got in here<br />
u could make it a lot better<br />
anyway bye
</p>
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 		<title>Comment on A bad start is a bad start by: Deceth</title>
		<link>http://www.casualgamedesign.com/?p=52#comment-2642</link>
		<pubDate>Fri, 18 Jan 2008 19:41:54 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=52#comment-2642</guid>
					<description>The start of the game is extremely important. The game I'm developing, BattleCity Classic, is an online only game, meaning players compete against others players in real-time. The tricky part about developing this kind of gaming environment is that what first time players will be exposed to is difficult to control because we cannot predict in advance how other players will interact with the new players and this interaction and gaming experience will vary for every new player depending who they meet and what sort of battle is going on the first time they play.

The main challenge is exposing the players to the most fun aspects of the game as soon as possible so they get hooked and keep playing, while protecting them from those evil players who would gladly destroy and annihilate new players.

Ahh, I love game design ;)</description>
		<content:encoded><![CDATA[	<p>The start of the game is extremely important. The game I&#8217;m developing, BattleCity Classic, is an online only game, meaning players compete against others players in real-time. The tricky part about developing this kind of gaming environment is that what first time players will be exposed to is difficult to control because we cannot predict in advance how other players will interact with the new players and this interaction and gaming experience will vary for every new player depending who they meet and what sort of battle is going on the first time they play.</p>
	<p>The main challenge is exposing the players to the most fun aspects of the game as soon as possible so they get hooked and keep playing, while protecting them from those evil players who would gladly destroy and annihilate new players.</p>
	<p>Ahh, I love game design <img src='http://www.casualgamedesign.com/wp-images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />
</p>
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 		<title>Comment on A bad start is a bad start by: William Willing</title>
		<link>http://www.casualgamedesign.com/?p=52#comment-2269</link>
		<pubDate>Sat, 01 Sep 2007 20:10:38 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=52#comment-2269</guid>
					<description>A few months back I was playing &lt;a href=&quot;http://en.wikipedia.org/wiki/Tower_Toppler&quot; rel=&quot;nofollow&quot;&gt;Nebulus&lt;/a&gt; for the first time. It's an old game, first released in 1987. What struck me was how unforgiving this game is, right from the beginning. After just a step or two, you fall into the water and die, not because you made a mistake, but because the ground falls out from underneath you even though you had no way of knowing this was going to happen. Of course, when you retry, you jump over that spot and all is well, but the fact that the game starts out that way just baffles me.

If you think about it, games used to be a lot more unforgiving. Just think about graphical adventure games (they weren't quite point 'n click yet): in the early ones you could die in quite a lot of ways. After a while, game designers learned that dying and getting stuck didn't make the gaming experience more enjoyable.

In general, I believe newer games do get more forgiving. Casual games clearly show that game designers have realised that not everyone is looking for a challenge in their games. Still, that doesn't mean that all games get it right...</description>
		<content:encoded><![CDATA[	<p>A few months back I was playing <a href="http://en.wikipedia.org/wiki/Tower_Toppler" rel="nofollow">Nebulus</a> for the first time. It&#8217;s an old game, first released in 1987. What struck me was how unforgiving this game is, right from the beginning. After just a step or two, you fall into the water and die, not because you made a mistake, but because the ground falls out from underneath you even though you had no way of knowing this was going to happen. Of course, when you retry, you jump over that spot and all is well, but the fact that the game starts out that way just baffles me.</p>
	<p>If you think about it, games used to be a lot more unforgiving. Just think about graphical adventure games (they weren&#8217;t quite point &#8216;n click yet): in the early ones you could die in quite a lot of ways. After a while, game designers learned that dying and getting stuck didn&#8217;t make the gaming experience more enjoyable.</p>
	<p>In general, I believe newer games do get more forgiving. Casual games clearly show that game designers have realised that not everyone is looking for a challenge in their games. Still, that doesn&#8217;t mean that all games get it right&#8230;
</p>
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 		<title>Comment on A bad start is a bad start by: eddies</title>
		<link>http://www.casualgamedesign.com/?p=52#comment-2259</link>
		<pubDate>Thu, 30 Aug 2007 13:07:28 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=52#comment-2259</guid>
					<description>wow after reading the reveiw i am pretty much annoyed i dont know why developers nowadays making games insanely hard as this one previously i was playing prince of persia and i gave up at the middle because it was too difficult .nowadays user friendly games are not being made .and yes you are quite right that a frustrated mind cannot able to play anymore if he meets failure frequently 

kind regards
eddies
www.naturalgames.com</description>
		<content:encoded><![CDATA[	<p>wow after reading the reveiw i am pretty much annoyed i dont know why developers nowadays making games insanely hard as this one previously i was playing prince of persia and i gave up at the middle because it was too difficult .nowadays user friendly games are not being made .and yes you are quite right that a frustrated mind cannot able to play anymore if he meets failure frequently </p>
	<p>kind regards<br />
eddies<br />
<a href='http://www.naturalgames.com' rel='nofollow'>www.naturalgames.com</a>
</p>
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 		<title>Comment on A bad start is a bad start by: chico</title>
		<link>http://www.casualgamedesign.com/?p=52#comment-2250</link>
		<pubDate>Mon, 27 Aug 2007 12:56:46 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=52#comment-2250</guid>
					<description>Hello WIlliam, long time no see!

That was a good observation. And although I like the idea of giving the player a sense of incompleteness at the beginning of the game (to set the introductory mood), telling the player that he has failed when he has done everything possible is not only unfair, but probably a major issue from a playtesting perspective.

Best,
Chico</description>
		<content:encoded><![CDATA[	<p>Hello WIlliam, long time no see!</p>
	<p>That was a good observation. And although I like the idea of giving the player a sense of incompleteness at the beginning of the game (to set the introductory mood), telling the player that he has failed when he has done everything possible is not only unfair, but probably a major issue from a playtesting perspective.</p>
	<p>Best,<br />
Chico
</p>
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