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	<title>Comments on: Design Theory: A Game Play Notation System</title>
	<atom:link href="http://www.edery.org/2006/01/design-theory-a-game-play-notation-system/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.edery.org/2006/01/design-theory-a-game-play-notation-system/</link>
	<description>For those interested in the business of making great video games. Entrepreneurial spirit a must.</description>
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		<title>By: breath</title>
		<link>http://www.edery.org/2006/01/design-theory-a-game-play-notation-system/comment-page-1/#comment-154</link>
		<dc:creator>breath</dc:creator>
		<pubDate>Wed, 18 Jan 2006 00:17:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=92#comment-154</guid>
		<description>Never mind, answered my own question -- the purple buzz curves are expectation curves.</description>
		<content:encoded><![CDATA[<p>Never mind, answered my own question &#8212; the purple buzz curves are expectation curves.</p>
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		<title>By: breath</title>
		<link>http://www.edery.org/2006/01/design-theory-a-game-play-notation-system/comment-page-1/#comment-135</link>
		<dc:creator>breath</dc:creator>
		<pubDate>Tue, 17 Jan 2006 19:59:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=92#comment-135</guid>
		<description>Early on in your article, you say, &quot;It should be no shock that design tools influence the final results.&quot;  I think that&#039;s exactly what Dave is saying about your system.  It constrains your thinking along some axes (while simultensously opening up possibilities along other axes).

Not that that&#039;s a bad thing.  As Raph Koster suggests, the march of technology has perhaps &lt;a href=&quot;http://www.raphkoster.com/?p=257&quot; rel=&quot;nofollow&quot;&gt;opened too many doors and thus paralyzed the creativity of the game industry.&lt;/a&gt;  Faced with an infinite sea of possibilities, people tend to stick with what they know.  If they know FPSes, that&#039;s what they&#039;ll make.  If they know a notational system of actions, risks, and rewards, maybe they&#039;ll use that to create interesting gameplay.

I&#039;m very impressed, Danc.  I&#039;m definitely going to give this a try.  

One thing I was curious about though: what are those long low purple bumps in the New Level and High Score channels?  (Maybe I should ask that in the Lost Garden comments)</description>
		<content:encoded><![CDATA[<p>Early on in your article, you say, &#8220;It should be no shock that design tools influence the final results.&#8221;  I think that&#8217;s exactly what Dave is saying about your system.  It constrains your thinking along some axes (while simultensously opening up possibilities along other axes).</p>
<p>Not that that&#8217;s a bad thing.  As Raph Koster suggests, the march of technology has perhaps <a href="http://www.raphkoster.com/?p=257" rel="nofollow">opened too many doors and thus paralyzed the creativity of the game industry.</a>  Faced with an infinite sea of possibilities, people tend to stick with what they know.  If they know FPSes, that&#8217;s what they&#8217;ll make.  If they know a notational system of actions, risks, and rewards, maybe they&#8217;ll use that to create interesting gameplay.</p>
<p>I&#8217;m very impressed, Danc.  I&#8217;m definitely going to give this a try.  </p>
<p>One thing I was curious about though: what are those long low purple bumps in the New Level and High Score channels?  (Maybe I should ask that in the Lost Garden comments)</p>
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		<title>By: Danc</title>
		<link>http://www.edery.org/2006/01/design-theory-a-game-play-notation-system/comment-page-1/#comment-119</link>
		<dc:creator>Danc</dc:creator>
		<pubDate>Tue, 17 Jan 2006 18:45:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=92#comment-119</guid>
		<description>Ah, the joys of technorati.  The thoughts on the essay are much appreciated.  I&#039;m inclined to agree with you that this is a useful tool, not an only tool.  If you build it into your design process, it naturally will take on a greater importance. 

It must be said that any reductionist compression of an inherently emotional artistic medium will not be perfect.  Even musical notation cannot capture a musical performance in all it&#039;s subtle detail. 

What I&#039;ve been surprised by is how much of even a nuanced RPG *can* be captured by a system like this.  It is quite shocking when put into action.  The next time you play a game, keep track of the rewards and flow of the game play.  It isn&#039;t the only possible view of the experiance, but it provides powerful insight into exactly the complex interelations between design that you describe.  Our brain is an amazing analysis tool.  By giving it nicely sorted, visual information, it discovers all sorts of interesting patterns that we are otherwise left to merely &#039;feel&#039;. 

Fun stuff. :-) 

take care
Danc.</description>
		<content:encoded><![CDATA[<p>Ah, the joys of technorati.  The thoughts on the essay are much appreciated.  I&#8217;m inclined to agree with you that this is a useful tool, not an only tool.  If you build it into your design process, it naturally will take on a greater importance. </p>
<p>It must be said that any reductionist compression of an inherently emotional artistic medium will not be perfect.  Even musical notation cannot capture a musical performance in all it&#8217;s subtle detail. </p>
<p>What I&#8217;ve been surprised by is how much of even a nuanced RPG *can* be captured by a system like this.  It is quite shocking when put into action.  The next time you play a game, keep track of the rewards and flow of the game play.  It isn&#8217;t the only possible view of the experiance, but it provides powerful insight into exactly the complex interelations between design that you describe.  Our brain is an amazing analysis tool.  By giving it nicely sorted, visual information, it discovers all sorts of interesting patterns that we are otherwise left to merely &#8216;feel&#8217;. </p>
<p>Fun stuff. :-) </p>
<p>take care<br />
Danc.</p>
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