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	<title>Comments on: Hard Truths About Game Design</title>
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	<link>http://critical-hits.com/2006/09/01/hard-truths-about-game-design/</link>
	<description>The Journal of Gamer Culture</description>
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		<title>By: Graham</title>
		<link>http://critical-hits.com/2006/09/01/hard-truths-about-game-design/#comment-58499</link>
		<dc:creator>Graham</dc:creator>
		<pubDate>Wed, 01 Jul 2009 17:17:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=340#comment-58499</guid>
		<description>Not pessimist, but realist.  Dave is immersed in the industry, and knows what it&#039;s like.
.-= Graham&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/criticalanklebites/~3/nRx1GL1x6CA/&quot; rel=&quot;nofollow&quot;&gt;Damn you, Dave!  You and your… logic…&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Not pessimist, but realist.  Dave is immersed in the industry, and knows what it&#8217;s like.<br />
.-= Graham&#180;s last blog ..<a href="http://feedproxy.google.com/~r/criticalanklebites/~3/nRx1GL1x6CA/" rel="nofollow">Damn you, Dave!  You and your… logic…</a> =-.</p>
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		<title>By: lalala lala</title>
		<link>http://critical-hits.com/2006/09/01/hard-truths-about-game-design/#comment-58498</link>
		<dc:creator>lalala lala</dc:creator>
		<pubDate>Wed, 01 Jul 2009 10:53:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=340#comment-58498</guid>
		<description>pessemist</description>
		<content:encoded><![CDATA[<p>pessemist</p>
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		<title>By: Critical Hits</title>
		<link>http://critical-hits.com/2006/09/01/hard-truths-about-game-design/#comment-58497</link>
		<dc:creator>Critical Hits</dc:creator>
		<pubDate>Fri, 27 Apr 2007 23:46:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=340#comment-58497</guid>
		<description>[...] This is in jest of course&#8230; good game design is actually pretty difficult, and it&#8217;s hard to make money at it. If you&#8217;re like most designers, you&#8217;re freelance, which means that the pay is [...]</description>
		<content:encoded><![CDATA[<p>[...] This is in jest of course&#8230; good game design is actually pretty difficult, and it&#8217;s hard to make money at it. If you&#8217;re like most designers, you&#8217;re freelance, which means that the pay is [...]</p>
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		<title>By: Critical Hits &#187; Emergent Properties, 10:1 Rule, and Brute Force</title>
		<link>http://critical-hits.com/2006/09/01/hard-truths-about-game-design/#comment-58496</link>
		<dc:creator>Critical Hits &#187; Emergent Properties, 10:1 Rule, and Brute Force</dc:creator>
		<pubDate>Sat, 10 Mar 2007 00:28:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=340#comment-58496</guid>
		<description>[...] Neither of these- for me- produces a good game. I&#8217;d rather come up with some interesting mechanics that fit the theme, create the game about those mechanics, and built it all up into something great. And as I said, not all those who are good at &#8220;brute force&#8221; are bad at it, in fact, many of them produce great games using that method. Hopefully, one day, I will be able to &#8220;brute force&#8221; genius games all the time. Then I will make millions. [...]</description>
		<content:encoded><![CDATA[<p>[...] Neither of these- for me- produces a good game. I&#8217;d rather come up with some interesting mechanics that fit the theme, create the game about those mechanics, and built it all up into something great. And as I said, not all those who are good at &#8220;brute force&#8221; are bad at it, in fact, many of them produce great games using that method. Hopefully, one day, I will be able to &#8220;brute force&#8221; genius games all the time. Then I will make millions. [...]</p>
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		<title>By: Critical Hits &#187; Do Push Your Luck</title>
		<link>http://critical-hits.com/2006/09/01/hard-truths-about-game-design/#comment-58495</link>
		<dc:creator>Critical Hits &#187; Do Push Your Luck</dc:creator>
		<pubDate>Sat, 20 Jan 2007 00:21:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=340#comment-58495</guid>
		<description>[...] Unfortunately, all of these games don&#8217;t fit all of my criteria for an &#8220;ideal&#8221; push your luck game. One day, of course, I will invent this game, and be rich. Until then, here would be my ideal aspects of a push your luck game: [...]</description>
		<content:encoded><![CDATA[<p>[...] Unfortunately, all of these games don&#8217;t fit all of my criteria for an &#8220;ideal&#8221; push your luck game. One day, of course, I will invent this game, and be rich. Until then, here would be my ideal aspects of a push your luck game: [...]</p>
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		<title>By: The Main Event</title>
		<link>http://critical-hits.com/2006/09/01/hard-truths-about-game-design/#comment-58494</link>
		<dc:creator>The Main Event</dc:creator>
		<pubDate>Sat, 02 Sep 2006 01:19:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=340#comment-58494</guid>
		<description>You&#039;re right, its like any creative field.  Writers, actors, painters, most never make a dime.  On the other hand, there are more people that get rich from those fields than game design.

...

Alright, one advantage: There&#039;s no &quot;tortured game designer&quot; motif.  You don&#039;t see Richard Garfield overwhelmed by his own genius and blowing his brains out ala Hemingway.  Less risk and less reward?</description>
		<content:encoded><![CDATA[<p>You&#8217;re right, its like any creative field.  Writers, actors, painters, most never make a dime.  On the other hand, there are more people that get rich from those fields than game design.</p>
<p>&#8230;</p>
<p>Alright, one advantage: There&#8217;s no &#8220;tortured game designer&#8221; motif.  You don&#8217;t see Richard Garfield overwhelmed by his own genius and blowing his brains out ala Hemingway.  Less risk and less reward?</p>
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