<?xml version="1.0" encoding="UTF-8"?><!-- generator="wordpress/1.5.2" -->
<rss version="2.0" 
	xmlns:content="http://purl.org/rss/1.0/modules/content/">
<channel>
	<title>Comments on: Worthwhile experience</title>
	<link>http://www.casualgamedesign.com/?p=54</link>
	<description>Designing games everyone can enjoy</description>
	<pubDate>Tue, 07 Sep 2010 02:02:43 +0000</pubDate>
	<generator>http://wordpress.org/?v=1.5.2</generator>

	<item>
 		<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>
]]></content:encoded>
				</item>
	<item>
 		<title>Comment on Worthwhile experience by: Alireza Yarmohamadi</title>
		<link>http://www.casualgamedesign.com/?p=54#comment-3678</link>
		<pubDate>Thu, 08 Apr 2010 14:34:22 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=54#comment-3678</guid>
					<description>I think a Game is a Game.
I play games for fun and design games just for players that have good time and fun when they play my games.</description>
		<content:encoded><![CDATA[	<p>I think a Game is a Game.<br />
I play games for fun and design games just for players that have good time and fun when they play my games.
</p>
]]></content:encoded>
				</item>
	<item>
 		<title>Comment on Worthwhile experience by: Mark Buchholz</title>
		<link>http://www.casualgamedesign.com/?p=54#comment-3644</link>
		<pubDate>Sat, 27 Feb 2010 13:06:29 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=54#comment-3644</guid>
					<description>The dirty secret of games is, that we spend so much time with them not having fun at all. Fun is a hook to get people into your game but, as already written, fun does not keep players engaged a long time.

It all comes down to the &quot;value of reward&quot; in a fun environment.

To back this up, in our humble game Pirate Galaxy (http://www.pirategalaxy.com) we experienced that a cleverly balanced value of reward engages players to do things, that aren't actually fun - for weeks. For example, the lower the chance is to get a specific reward, the more engaged players are in general to get this reward. But, if we wouldn't provide fun as part of the game experience, they won't ever get to the point where the reward actually matters for them.</description>
		<content:encoded><![CDATA[	<p>The dirty secret of games is, that we spend so much time with them not having fun at all. Fun is a hook to get people into your game but, as already written, fun does not keep players engaged a long time.</p>
	<p>It all comes down to the &#8220;value of reward&#8221; in a fun environment.</p>
	<p>To back this up, in our humble game Pirate Galaxy (http://www.pirategalaxy.com) we experienced that a cleverly balanced value of reward engages players to do things, that aren&#8217;t actually fun - for weeks. For example, the lower the chance is to get a specific reward, the more engaged players are in general to get this reward. But, if we wouldn&#8217;t provide fun as part of the game experience, they won&#8217;t ever get to the point where the reward actually matters for them.
</p>
]]></content:encoded>
				</item>
	<item>
 		<title>Comment on Worthwhile experience by: David</title>
		<link>http://www.casualgamedesign.com/?p=54#comment-3562</link>
		<pubDate>Tue, 29 Sep 2009 23:17:33 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=54#comment-3562</guid>
					<description>I think rewards are critical... it all comes down to satisfaction. The player needs to get a sense of satisfaction from a game. This often comes as a reward, but it also applies to the gameplay itself.</description>
		<content:encoded><![CDATA[	<p>I think rewards are critical&#8230; it all comes down to satisfaction. The player needs to get a sense of satisfaction from a game. This often comes as a reward, but it also applies to the gameplay itself.
</p>
]]></content:encoded>
				</item>
	<item>
 		<title>Comment on Worthwhile experience by: topspeeds</title>
		<link>http://www.casualgamedesign.com/?p=54#comment-3556</link>
		<pubDate>Mon, 21 Sep 2009 04:45:07 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=54#comment-3556</guid>
					<description>Games need to have a pointer, whether its high scores or reaching the end of a level for gamers to keep playing. Games without some kind of achievement or point system quickly lose the interest of players. 

http://www.methoo.com</description>
		<content:encoded><![CDATA[	<p>Games need to have a pointer, whether its high scores or reaching the end of a level for gamers to keep playing. Games without some kind of achievement or point system quickly lose the interest of players. </p>
	<p><a href='http://www.methoo.com' rel='nofollow'>http://www.methoo.com</a>
</p>
]]></content:encoded>
				</item>
	<item>
 		<title>Comment on Worthwhile experience by: Top 10 games</title>
		<link>http://www.casualgamedesign.com/?p=54#comment-3491</link>
		<pubDate>Tue, 02 Jun 2009 06:35:46 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=54#comment-3491</guid>
					<description>hi. i think game should be user friendly. game should be wonderfully created.</description>
		<content:encoded><![CDATA[	<p>hi. i think game should be user friendly. game should be wonderfully created.
</p>
]]></content:encoded>
				</item>
	<item>
 		<title>Comment on Worthwhile experience by: Archbob</title>
		<link>http://www.casualgamedesign.com/?p=54#comment-3152</link>
		<pubDate>Wed, 27 Aug 2008 03:45:28 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=54#comment-3152</guid>
					<description>Games need to have a pointer, whether its high scores or reaching the end of a level for gamers to keep playing. Games without some kind of achievement or point system quickly lose the interest of players.</description>
		<content:encoded><![CDATA[	<p>Games need to have a pointer, whether its high scores or reaching the end of a level for gamers to keep playing. Games without some kind of achievement or point system quickly lose the interest of players.
</p>
]]></content:encoded>
				</item>
	<item>
 		<title>Comment on Worthwhile experience by: Keira</title>
		<link>http://www.casualgamedesign.com/?p=54#comment-3050</link>
		<pubDate>Wed, 30 Apr 2008 16:42:33 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=54#comment-3050</guid>
					<description>I think they are different audiences. Films that aren't 'fun' tend to have smaller audiences, and the more twisted, strange and bizarre they are, the smaller the audience will be. As someone above me said, you need a film culture too ... and less people have played games than have watched movies.</description>
		<content:encoded><![CDATA[	<p>I think they are different audiences. Films that aren&#8217;t &#8216;fun&#8217; tend to have smaller audiences, and the more twisted, strange and bizarre they are, the smaller the audience will be. As someone above me said, you need a film culture too &#8230; and less people have played games than have watched movies.
</p>
]]></content:encoded>
				</item>
	<item>
 		<title>Comment on Worthwhile experience by: mook</title>
		<link>http://www.casualgamedesign.com/?p=54#comment-2742</link>
		<pubDate>Mon, 11 Feb 2008 04:53:16 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=54#comment-2742</guid>
					<description>I agree with Bestam. A game need not necessarily be fun, but a CASUAL game is for a different kind of audience.

I remember playing Gears of War and spending over an hour trying to kill General Raam at the end. Fun? It's more like the drive to finally complete the game.

But for a casual game, especially an online game, I feel people like to have fun shooting stuff or solving puzzles. Especially where you have more female players.</description>
		<content:encoded><![CDATA[	<p>I agree with Bestam. A game need not necessarily be fun, but a CASUAL game is for a different kind of audience.</p>
	<p>I remember playing Gears of War and spending over an hour trying to kill General Raam at the end. Fun? It&#8217;s more like the drive to finally complete the game.</p>
	<p>But for a casual game, especially an online game, I feel people like to have fun shooting stuff or solving puzzles. Especially where you have more female players.
</p>
]]></content:encoded>
				</item>
	<item>
 		<title>Comment on Worthwhile experience by: bestam</title>
		<link>http://www.casualgamedesign.com/?p=54#comment-2522</link>
		<pubDate>Wed, 12 Dec 2007 23:17:51 +0000</pubDate>
		<guid>http://www.casualgamedesign.com/?p=54#comment-2522</guid>
					<description>The ingredients you add that replaces 'fun' by 'worthwhile' are ingredients that makes the whole thing more hardcore and less casual.
I think.
For films, what you call 'worthwhile' implies that the viewer has already seen films before. Se7en, Alexandra’s Project or even Mullholand's Drive are worthwile because they break a pattern that you have experienced before, because you already have a film culture. Without that culture, they hardly deliver their intentions.
As opposed to films like ... Indiana Jones or Some Like It Hot.</description>
		<content:encoded><![CDATA[	<p>The ingredients you add that replaces &#8216;fun&#8217; by &#8216;worthwhile&#8217; are ingredients that makes the whole thing more hardcore and less casual.<br />
I think.<br />
For films, what you call &#8216;worthwhile&#8217; implies that the viewer has already seen films before. Se7en, Alexandra’s Project or even Mullholand&#8217;s Drive are worthwile because they break a pattern that you have experienced before, because you already have a film culture. Without that culture, they hardly deliver their intentions.<br />
As opposed to films like &#8230; Indiana Jones or Some Like It Hot.
</p>
]]></content:encoded>
				</item>
</channel>
</rss>
