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	<title>Comments on: Semi-Happy Endings</title>
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	<link>http://www.patricklipo.com/2007/11/03/semi-happy-endings/</link>
	<description>The Power of Game Design</description>
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		<title>By: <![CDATA[Patrick]]></title>
		<link>http://www.patricklipo.com/2007/11/03/semi-happy-endings/comment-page-1/#comment-826</link>
		<dc:creator><![CDATA[Patrick]]></dc:creator>
		<pubDate>Fri, 09 Nov 2007 03:01:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.patricklipo.com/2007/11/03/semi-happy-endings/#comment-826</guid>
		<description>I was thinking about this more an might take it to another blog update.  Something that is different between then and now is the damn internet.  There&#039;s no mystery in anything anymore, so the sense of discovery can be lessened for many games just by stumbling on some screenshots.  I find it harder to get motivated to play an MMO (a classic game &quot;with no end&quot;) just to find the next dungeon or fight the next mob type.  Maybe it&#039;s because I know everyone around me has been there already, or worse yet my wife, who always outpaces me on MMO&#039;s, is always there grouped with me telling me exactly where the next spawn or objective is.  Ignorance is bliss. :-)</description>
		<content:encoded><![CDATA[<p>I was thinking about this more an might take it to another blog update.  Something that is different between then and now is the damn internet.  There&#8217;s no mystery in anything anymore, so the sense of discovery can be lessened for many games just by stumbling on some screenshots.  I find it harder to get motivated to play an MMO (a classic game &#8220;with no end&#8221;) just to find the next dungeon or fight the next mob type.  Maybe it&#8217;s because I know everyone around me has been there already, or worse yet my wife, who always outpaces me on MMO&#8217;s, is always there grouped with me telling me exactly where the next spawn or objective is.  Ignorance is bliss. <img src='http://www.patricklipo.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>By: <![CDATA[cgorski]]></title>
		<link>http://www.patricklipo.com/2007/11/03/semi-happy-endings/comment-page-1/#comment-827</link>
		<dc:creator><![CDATA[cgorski]]></dc:creator>
		<pubDate>Wed, 07 Nov 2007 19:00:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.patricklipo.com/2007/11/03/semi-happy-endings/#comment-827</guid>
		<description>I think I have a different perspective on this one, and I think it all comes down to different experiences. My first exposure to gaming was through the arcades, right around the time that arcade games actually started having endings. I think the first game I ever beat was &quot;Bad Dudes&quot; (Let&#039;s go for a burger! Ha ha ha!). I always felt motivated to see the next new level, the next new enemy, and to get that awesome ending sequence. Contrarily, I never felt compelled to keep pumping quarters into pacman for a high score. Scores were just numbers, and numbers were boring compared to red ninjas. The scenery never changed on those older games, and new views were what I was after.

This reply could easily get out of hand as I talk about different player archetypes and how different people enjoy games... not to mention my recent MMO addiction which is really just playing with... numbers. So I&#039;ll just wrap it up by saying there&#039;s different strokes for different folks, and that&#039;s what&#039;s so challenging about making a game that everyone will like!</description>
		<content:encoded><![CDATA[<p>I think I have a different perspective on this one, and I think it all comes down to different experiences. My first exposure to gaming was through the arcades, right around the time that arcade games actually started having endings. I think the first game I ever beat was &#8220;Bad Dudes&#8221; (Let&#8217;s go for a burger! Ha ha ha!). I always felt motivated to see the next new level, the next new enemy, and to get that awesome ending sequence. Contrarily, I never felt compelled to keep pumping quarters into pacman for a high score. Scores were just numbers, and numbers were boring compared to red ninjas. The scenery never changed on those older games, and new views were what I was after.</p>
<p>This reply could easily get out of hand as I talk about different player archetypes and how different people enjoy games&#8230; not to mention my recent MMO addiction which is really just playing with&#8230; numbers. So I&#8217;ll just wrap it up by saying there&#8217;s different strokes for different folks, and that&#8217;s what&#8217;s so challenging about making a game that everyone will like!</p>
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