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	<title>Comments on: Tips for game designers</title>
	<atom:link href="http://jordanmechner.com/blog/2009/12/tips-for-game-designers/feed/" rel="self" type="application/rss+xml" />
	<link>http://jordanmechner.com/blog/2009/12/tips-for-game-designers/</link>
	<description>Video game design tips from the creator of Prince of Persia, plus news and information about his projects.</description>
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		<title>By: ened</title>
		<link>http://jordanmechner.com/blog/2009/12/tips-for-game-designers/#comment-3584</link>
		<dc:creator>ened</dc:creator>
		<pubDate>Wed, 05 May 2010 12:34:55 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2877#comment-3584</guid>
		<description>Thanks for your excellent tips.
I&#039;ll translate it into Korean and share it.</description>
		<content:encoded><![CDATA[<p>Thanks for your excellent tips.<br />
I&#8217;ll translate it into Korean and share it.</p>
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		<title>By: tobe mayr</title>
		<link>http://jordanmechner.com/blog/2009/12/tips-for-game-designers/#comment-2438</link>
		<dc:creator>tobe mayr</dc:creator>
		<pubDate>Wed, 23 Dec 2009 11:19:14 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2877#comment-2438</guid>
		<description>&quot;17. When you discover what the heart of the game is, protect it to the death&quot;

Considering all other steps before, this is probably the most overlooked truth that should dominate all others. Even if the moment of discovery comes later than planned :)</description>
		<content:encoded><![CDATA[<p>&#8220;17. When you discover what the heart of the game is, protect it to the death&#8221;</p>
<p>Considering all other steps before, this is probably the most overlooked truth that should dominate all others. Even if the moment of discovery comes later than planned <img src='http://jordanmechner.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: gameplaywright.net // story, games, together</title>
		<link>http://jordanmechner.com/blog/2009/12/tips-for-game-designers/#comment-2419</link>
		<dc:creator>gameplaywright.net // story, games, together</dc:creator>
		<pubDate>Fri, 18 Dec 2009 19:51:48 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2877#comment-2419</guid>
		<description>[...] Tips for Games Designers (Every GM and DM should pay attention to #9) [...]</description>
		<content:encoded><![CDATA[<p>[...] Tips for Games Designers (Every GM and DM should pay attention to #9) [...]</p>
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		<title>By: Tantrix</title>
		<link>http://jordanmechner.com/blog/2009/12/tips-for-game-designers/#comment-2410</link>
		<dc:creator>Tantrix</dc:creator>
		<pubDate>Thu, 17 Dec 2009 08:17:57 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2877#comment-2410</guid>
		<description>1. &#039;&#039;Prototype&#039;&#039;

I see what you did there.
 

But thanks for your tips.</description>
		<content:encoded><![CDATA[<p>1. &#8221;Prototype&#8221;</p>
<p>I see what you did there.</p>
<p>But thanks for your tips.</p>
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		<title>By: Retodon8</title>
		<link>http://jordanmechner.com/blog/2009/12/tips-for-game-designers/#comment-2403</link>
		<dc:creator>Retodon8</dc:creator>
		<pubDate>Wed, 16 Dec 2009 19:02:02 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2877#comment-2403</guid>
		<description>&quot;1. Prototype and test key game elements as early as possible.&quot;

Ooh, a very good one to start off this nice list with. It&#039;s like when you decide to draw a person. You enthusiastically start drawing the head and face, then continue drawing the body, only to find out you misjudged the amount of room you would need for that. Then you learn. :)

It also reminds me of the many grandiose game mod projects that are started, that progress, slow down, and then just die due to their unrealistic design documents, if those were even ever made.</description>
		<content:encoded><![CDATA[<p>&#8220;1. Prototype and test key game elements as early as possible.&#8221;</p>
<p>Ooh, a very good one to start off this nice list with. It&#8217;s like when you decide to draw a person. You enthusiastically start drawing the head and face, then continue drawing the body, only to find out you misjudged the amount of room you would need for that. Then you learn. <img src='http://jordanmechner.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>It also reminds me of the many grandiose game mod projects that are started, that progress, slow down, and then just die due to their unrealistic design documents, if those were even ever made.</p>
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		<title>By: Clean3d</title>
		<link>http://jordanmechner.com/blog/2009/12/tips-for-game-designers/#comment-2401</link>
		<dc:creator>Clean3d</dc:creator>
		<pubDate>Wed, 16 Dec 2009 17:57:46 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2877#comment-2401</guid>
		<description>Tip #2 really hits home, as my grand (naive) idea is definitely not something I wish to tackle all at once. Bookmarked. :)

Thanks for the tips!</description>
		<content:encoded><![CDATA[<p>Tip #2 really hits home, as my grand (naive) idea is definitely not something I wish to tackle all at once. Bookmarked. <img src='http://jordanmechner.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Thanks for the tips!</p>
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		<title>By: Zjéraar</title>
		<link>http://jordanmechner.com/blog/2009/12/tips-for-game-designers/#comment-2398</link>
		<dc:creator>Zjéraar</dc:creator>
		<pubDate>Wed, 16 Dec 2009 14:01:19 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2877#comment-2398</guid>
		<description>I always had much trouble abiding to nr. 19, thinking I had the best ideas. It&#039;ll definitely put off your team members.</description>
		<content:encoded><![CDATA[<p>I always had much trouble abiding to nr. 19, thinking I had the best ideas. It&#8217;ll definitely put off your team members.</p>
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		<title>By: Kevin Gadd</title>
		<link>http://jordanmechner.com/blog/2009/12/tips-for-game-designers/#comment-2397</link>
		<dc:creator>Kevin Gadd</dc:creator>
		<pubDate>Wed, 16 Dec 2009 12:23:07 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2877#comment-2397</guid>
		<description>Sol_HSA: My guess is that it&#039;s due to the fact that systems must be built before you can use them, which pushes back the beginning of actual development and thus pushes back the &#039;first playable moment&#039; (see 12). Easy mistake to make, if that&#039;s what his point was.


18 is a sacred, painful truth.</description>
		<content:encoded><![CDATA[<p>Sol_HSA: My guess is that it&#8217;s due to the fact that systems must be built before you can use them, which pushes back the beginning of actual development and thus pushes back the &#8216;first playable moment&#8217; (see 12). Easy mistake to make, if that&#8217;s what his point was.</p>
<p>18 is a sacred, painful truth.</p>
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		<title>By: Bad Sector</title>
		<link>http://jordanmechner.com/blog/2009/12/tips-for-game-designers/#comment-2396</link>
		<dc:creator>Bad Sector</dc:creator>
		<pubDate>Wed, 16 Dec 2009 12:22:03 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2877#comment-2396</guid>
		<description>@Sol_HSA:
I think it means investing in tools which can do a lot but also require a lot of time investment from people (which in turn means that this time is taken from the development). This line brought UnrealEd to my mind which although a very capable tool, it feels like a spaceship cockpit especially when compared to most other game editors (like, say, Hammer which is a very simple - although sometimes cryptic - editor).

Of course it doesn&#039;t say &quot;tools&quot; so it may also mean anything similar, like a platform that needs your blood to run (PS3?) or an engine that while good it is a bit hard to use.</description>
		<content:encoded><![CDATA[<p>@Sol_HSA:<br />
I think it means investing in tools which can do a lot but also require a lot of time investment from people (which in turn means that this time is taken from the development). This line brought UnrealEd to my mind which although a very capable tool, it feels like a spaceship cockpit especially when compared to most other game editors (like, say, Hammer which is a very simple &#8211; although sometimes cryptic &#8211; editor).</p>
<p>Of course it doesn&#8217;t say &#8220;tools&#8221; so it may also mean anything similar, like a platform that needs your blood to run (PS3?) or an engine that while good it is a bit hard to use.</p>
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	<item>
		<title>By: Sol_HSA</title>
		<link>http://jordanmechner.com/blog/2009/12/tips-for-game-designers/#comment-2392</link>
		<dc:creator>Sol_HSA</dc:creator>
		<pubDate>Wed, 16 Dec 2009 06:37:11 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2877#comment-2392</guid>
		<description>&quot;Don’t invest in an overly grandiose development system.&quot;

Can you elaborate on that a bit? Generally the better the tools, the more you get out of your content creator people.. on the other hand this could refer to hardware / IT architecture, or the fact that you can over-engineer the tools (and end up not making the game at all in the end)..</description>
		<content:encoded><![CDATA[<p>&#8220;Don’t invest in an overly grandiose development system.&#8221;</p>
<p>Can you elaborate on that a bit? Generally the better the tools, the more you get out of your content creator people.. on the other hand this could refer to hardware / IT architecture, or the fact that you can over-engineer the tools (and end up not making the game at all in the end)..</p>
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