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	<title>Comments on: Design a Bad Game Exercise</title>
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	<link>http://critical-hits.com/2008/03/28/design-a-bad-game-exercise/</link>
	<description>The Journal of Gamer Culture</description>
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		<title>By: Bartoneus</title>
		<link>http://critical-hits.com/2008/03/28/design-a-bad-game-exercise/#comment-62070</link>
		<dc:creator>Bartoneus</dc:creator>
		<pubDate>Fri, 28 Mar 2008 18:39:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/28/design-a-bad-game-exercise/#comment-62070</guid>
		<description>I find it very useful every now and then to be reminded that everything you design / create doesn&#039;t HAVE to be great, and that even the bad designs can and will eventually lead to something great.</description>
		<content:encoded><![CDATA[<p>I find it very useful every now and then to be reminded that everything you design / create doesn&#8217;t HAVE to be great, and that even the bad designs can and will eventually lead to something great.</p>
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		<title>By: The Game</title>
		<link>http://critical-hits.com/2008/03/28/design-a-bad-game-exercise/#comment-62069</link>
		<dc:creator>The Game</dc:creator>
		<pubDate>Fri, 28 Mar 2008 16:05:20 +0000</pubDate>
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		<description>I agree there are similarities (just as there are with Nanowrimo, 48 Hour Film Project, and other limited time contests in many creative fields) but I thought Stephen&#039;s idea served as an interesting way to train yourself to design without needing a contest. Also, it&#039;s specifically about boardgames, which I would argue have some unique properties (especially when he talks about components and unique mechanics.)</description>
		<content:encoded><![CDATA[<p>I agree there are similarities (just as there are with Nanowrimo, 48 Hour Film Project, and other limited time contests in many creative fields) but I thought Stephen&#8217;s idea served as an interesting way to train yourself to design without needing a contest. Also, it&#8217;s specifically about boardgames, which I would argue have some unique properties (especially when he talks about components and unique mechanics.)</p>
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		<title>By: Tommi</title>
		<link>http://critical-hits.com/2008/03/28/design-a-bad-game-exercise/#comment-62068</link>
		<dc:creator>Tommi</dc:creator>
		<pubDate>Fri, 28 Mar 2008 15:52:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/28/design-a-bad-game-exercise/#comment-62068</guid>
		<description>The idea seems similar to that of various rpg design contests. Their role has been better explained &lt;a href=&quot;http://benlehman.wordpress.com/2008/03/22/game-design-contests/&quot; rel=&quot;nofollow&quot;&gt;elsewhere&lt;/a&gt;.</description>
		<content:encoded><![CDATA[<p>The idea seems similar to that of various rpg design contests. Their role has been better explained <a href="http://benlehman.wordpress.com/2008/03/22/game-design-contests/" rel="nofollow">elsewhere</a>.</p>
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