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	<title>Comments on: Another Game Idea</title>
	<atom:link href="http://www.edery.org/2006/07/another-game-idea/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.edery.org/2006/07/another-game-idea/</link>
	<description>For those interested in the business of making great video games. Entrepreneurial spirit a must.</description>
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		<title>By: ashish</title>
		<link>http://www.edery.org/2006/07/another-game-idea/comment-page-1/#comment-36409</link>
		<dc:creator>ashish</dc:creator>
		<pubDate>Tue, 16 Jan 2007 06:35:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/2006/07/another-game-idea/#comment-36409</guid>
		<description>Ya.. and this can be MMORPG...player can playe as him..NO OTHER ROLE its you...find ur dead bodu collect
memories and other stuf...IF A NICE GAME PLAY CAN BE ADDED into this ..IT WILL BE OK..
Like UNDYING (clive barker) collect the things after dead life...</description>
		<content:encoded><![CDATA[<p>Ya.. and this can be MMORPG&#8230;player can playe as him..NO OTHER ROLE its you&#8230;find ur dead bodu collect<br />
memories and other stuf&#8230;IF A NICE GAME PLAY CAN BE ADDED into this ..IT WILL BE OK..<br />
Like UNDYING (clive barker) collect the things after dead life&#8230;</p>
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		<title>By: David J Edery</title>
		<link>http://www.edery.org/2006/07/another-game-idea/comment-page-1/#comment-9238</link>
		<dc:creator>David J Edery</dc:creator>
		<pubDate>Thu, 27 Jul 2006 13:55:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/2006/07/another-game-idea/#comment-9238</guid>
		<description>&gt; Note that your game will be rated pretty harshly by the ESRB, 
&gt; probably higher in Europe, because you can do some relatively 
&gt; nasty things to innocent, not combatant people.

Ah, interesting point. I suppose the game could be designed such that innocent people are never put in your path save for moments when you would use them in a manner that is non-lethal to them. But that sucks some of the emotional conflict out of the game. Meh.</description>
		<content:encoded><![CDATA[<p>> Note that your game will be rated pretty harshly by the ESRB,<br />
> probably higher in Europe, because you can do some relatively<br />
> nasty things to innocent, not combatant people.</p>
<p>Ah, interesting point. I suppose the game could be designed such that innocent people are never put in your path save for moments when you would use them in a manner that is non-lethal to them. But that sucks some of the emotional conflict out of the game. Meh.</p>
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		<title>By: David J Edery</title>
		<link>http://www.edery.org/2006/07/another-game-idea/comment-page-1/#comment-9237</link>
		<dc:creator>David J Edery</dc:creator>
		<pubDate>Thu, 27 Jul 2006 13:54:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/2006/07/another-game-idea/#comment-9237</guid>
		<description>&gt; Ever played Planescape: Torment?

Favorite game of all time.  :-)</description>
		<content:encoded><![CDATA[<p>> Ever played Planescape: Torment?</p>
<p>Favorite game of all time.  :-)</p>
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		<title>By: Philip Tan</title>
		<link>http://www.edery.org/2006/07/another-game-idea/comment-page-1/#comment-9193</link>
		<dc:creator>Philip Tan</dc:creator>
		<pubDate>Thu, 27 Jul 2006 00:45:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/2006/07/another-game-idea/#comment-9193</guid>
		<description>&lt;i&gt;Prey&lt;/i&gt; features death-walking (complete with wraiths) but it&#039;s largely a mechanic to make dying Not Suck, rather than a means of accomplishing goals. &lt;i&gt;Geist&lt;/i&gt;, on the other hand, uses possession as a core mechanic for accomplishing ones&#039; goals, but doesn&#039;t have the impending doom of shades-comin-ta-get-ya (although there is a time limit of how long you can spend outside a body).

Note that your game will be rated pretty harshly by the ESRB, probably higher in Europe, because you can do some relatively nasty things to innocent, not combatant people.</description>
		<content:encoded><![CDATA[<p><i>Prey</i> features death-walking (complete with wraiths) but it&#8217;s largely a mechanic to make dying Not Suck, rather than a means of accomplishing goals. <i>Geist</i>, on the other hand, uses possession as a core mechanic for accomplishing ones&#8217; goals, but doesn&#8217;t have the impending doom of shades-comin-ta-get-ya (although there is a time limit of how long you can spend outside a body).</p>
<p>Note that your game will be rated pretty harshly by the ESRB, probably higher in Europe, because you can do some relatively nasty things to innocent, not combatant people.</p>
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		<title>By: Morgan Ramsay</title>
		<link>http://www.edery.org/2006/07/another-game-idea/comment-page-1/#comment-9135</link>
		<dc:creator>Morgan Ramsay</dc:creator>
		<pubDate>Wed, 26 Jul 2006 23:14:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/2006/07/another-game-idea/#comment-9135</guid>
		<description>Ever played &lt;em&gt;Planescape: Torment&lt;/em&gt;?</description>
		<content:encoded><![CDATA[<p>Ever played <em>Planescape: Torment</em>?</p>
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