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	<title>Comments for Allegory of the Game</title>
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	<link>http://www.allegory-of-the-game.com</link>
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	<pubDate>Thu, 29 Jul 2010 19:10:16 +0000</pubDate>
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		<title>Comment on Why &#8220;next-gen games&#8221; went gray, brown, and grey. by tom garden</title>
		<link>http://www.allegory-of-the-game.com/archives/99/comment-page-1#comment-7902</link>
		<dc:creator>tom garden</dc:creator>
		<pubDate>Thu, 22 Apr 2010 10:32:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.allegory-of-the-game.com/?p=99#comment-7902</guid>
		<description>colours bounce around. it is something that is so subtle but important. Every texture and colour refects light in different ways. it is hard physics to simulate. but they'll get there.</description>
		<content:encoded><![CDATA[<p>colours bounce around. it is something that is so subtle but important. Every texture and colour refects light in different ways. it is hard physics to simulate. but they&#8217;ll get there.</p>
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		<title>Comment on Immersion - Keeping the shadow puppeteer behind the screen by Rodney Perez</title>
		<link>http://www.allegory-of-the-game.com/archives/5/comment-page-1#comment-7883</link>
		<dc:creator>Rodney Perez</dc:creator>
		<pubDate>Sun, 31 Jan 2010 09:22:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.allegory-of-the-game.com/?p=5#comment-7883</guid>
		<description>I really enjoyed your post. Its always nice when you read something that is not only informative but entertaining. Outstanding!</description>
		<content:encoded><![CDATA[<p>I really enjoyed your post. Its always nice when you read something that is not only informative but entertaining. Outstanding!</p>
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		<title>Comment on Immersion - Keeping the shadow puppeteer behind the screen by Industry Broadcast - Bringing the Greatest Articles from the Video Game Industry on Game Design, Game Programming, Team Management, and much more to your ears</title>
		<link>http://www.allegory-of-the-game.com/archives/5/comment-page-1#comment-7881</link>
		<dc:creator>Industry Broadcast - Bringing the Greatest Articles from the Video Game Industry on Game Design, Game Programming, Team Management, and much more to your ears</dc:creator>
		<pubDate>Wed, 28 Oct 2009 08:09:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.allegory-of-the-game.com/?p=5#comment-7881</guid>
		<description>[...] A: &#8220;Immersion &#8211; Keeping the shadow puppeteer behind the screen&#8221; &#8211; Original [...]</description>
		<content:encoded><![CDATA[<p>[...] A: &#8220;Immersion &#8211; Keeping the shadow puppeteer behind the screen&#8221; &#8211; Original [...]</p>
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		<title>Comment on Why &#8220;next-gen games&#8221; went gray, brown, and grey. by Tetris Games</title>
		<link>http://www.allegory-of-the-game.com/archives/99/comment-page-1#comment-7877</link>
		<dc:creator>Tetris Games</dc:creator>
		<pubDate>Tue, 29 Sep 2009 19:55:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.allegory-of-the-game.com/?p=99#comment-7877</guid>
		<description>Nice blog man, enjoyed it.</description>
		<content:encoded><![CDATA[<p>Nice blog man, enjoyed it.</p>
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		<title>Comment on Witnesses - Giving the player the impression that his actions matter by admin</title>
		<link>http://www.allegory-of-the-game.com/archives/53/comment-page-1#comment-7876</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Mon, 28 Sep 2009 00:29:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.allegory-of-the-game.com/?p=53#comment-7876</guid>
		<description>Good question zproxy.

A lot of strategy games have only the player and his opponent. We rarely have bystanders, civilians, etc. It often is nothing more than an empty landscapes fought over by factions.

I think if a multiplayer strategy game had believable NPCs like civilians caught in the conflict, even if they are only reactionary and not part of the actual gameplay, would make the game feel less stagnant, would add a bit of randomness, and might help increase the impression that the stakes are high for the factions fighting one another, or put emphasis on the impact or power of their actions.

This could be done without actually shoehorning a gameplay mechanic related to the crowds, and instead just use them for the sake of the experience.</description>
		<content:encoded><![CDATA[<p>Good question zproxy.</p>
<p>A lot of strategy games have only the player and his opponent. We rarely have bystanders, civilians, etc. It often is nothing more than an empty landscapes fought over by factions.</p>
<p>I think if a multiplayer strategy game had believable NPCs like civilians caught in the conflict, even if they are only reactionary and not part of the actual gameplay, would make the game feel less stagnant, would add a bit of randomness, and might help increase the impression that the stakes are high for the factions fighting one another, or put emphasis on the impact or power of their actions.</p>
<p>This could be done without actually shoehorning a gameplay mechanic related to the crowds, and instead just use them for the sake of the experience.</p>
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		<title>Comment on Witnesses - Giving the player the impression that his actions matter by zproxy</title>
		<link>http://www.allegory-of-the-game.com/archives/53/comment-page-1#comment-7875</link>
		<dc:creator>zproxy</dc:creator>
		<pubDate>Sat, 26 Sep 2009 18:19:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.allegory-of-the-game.com/?p=53#comment-7875</guid>
		<description>Good article!

How would it look like to add the witnessing crowds to multiplayer strategy games?

I agree that the player needs to feel that what he does matters.</description>
		<content:encoded><![CDATA[<p>Good article!</p>
<p>How would it look like to add the witnessing crowds to multiplayer strategy games?</p>
<p>I agree that the player needs to feel that what he does matters.</p>
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		<title>Comment on IndustryBroadcast.com - Bringing the Insight of the Games Industry to your ears! by Ryan Wiancko</title>
		<link>http://www.allegory-of-the-game.com/archives/146/comment-page-1#comment-7835</link>
		<dc:creator>Ryan Wiancko</dc:creator>
		<pubDate>Sun, 30 Aug 2009 07:57:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.allegory-of-the-game.com/?p=146#comment-7835</guid>
		<description>And thank you for allowing your insight to be spread far and wide in audio form.  It's great to have your experience and thoughts in our library, definitely looking forward to the end of crunch time and seeing more of your writings.</description>
		<content:encoded><![CDATA[<p>And thank you for allowing your insight to be spread far and wide in audio form.  It&#8217;s great to have your experience and thoughts in our library, definitely looking forward to the end of crunch time and seeing more of your writings.</p>
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		<title>Comment on A calm sea within a storm: Less overlap, better return on investment by Ryan Wiancko</title>
		<link>http://www.allegory-of-the-game.com/archives/113/comment-page-1#comment-7825</link>
		<dc:creator>Ryan Wiancko</dc:creator>
		<pubDate>Sat, 25 Jul 2009 00:17:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.allegory-of-the-game.com/?p=113#comment-7825</guid>
		<description>Great articles on the site, gimme a holler when you have a chance I'd like to talk about combining some of them into larger pieces to be read aloud at industrybroadcast.com.

cheers
Ryan</description>
		<content:encoded><![CDATA[<p>Great articles on the site, gimme a holler when you have a chance I&#8217;d like to talk about combining some of them into larger pieces to be read aloud at industrybroadcast.com.</p>
<p>cheers<br />
Ryan</p>
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		<title>Comment on Why &#8220;next-gen games&#8221; went gray, brown, and grey. by admin</title>
		<link>http://www.allegory-of-the-game.com/archives/99/comment-page-1#comment-5224</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Wed, 17 Jun 2009 00:00:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.allegory-of-the-game.com/?p=99#comment-5224</guid>
		<description>Part of the reason those games are classics has more to do with them being highly accessible and easily emulated, and having been released at a time when there was little competition, rather than being related to a lack of realism, which was simply not possible back in those days. Plenty of games are released today that fall in the same category as Tetris and co., but the market has changed, there is more competition, so it's more difficult for games to become classics.</description>
		<content:encoded><![CDATA[<p>Part of the reason those games are classics has more to do with them being highly accessible and easily emulated, and having been released at a time when there was little competition, rather than being related to a lack of realism, which was simply not possible back in those days. Plenty of games are released today that fall in the same category as Tetris and co., but the market has changed, there is more competition, so it&#8217;s more difficult for games to become classics.</p>
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		<title>Comment on Why &#8220;next-gen games&#8221; went gray, brown, and grey. by Ken</title>
		<link>http://www.allegory-of-the-game.com/archives/99/comment-page-1#comment-5222</link>
		<dc:creator>Ken</dc:creator>
		<pubDate>Tue, 16 Jun 2009 01:56:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.allegory-of-the-game.com/?p=99#comment-5222</guid>
		<description>I would take what Jennifer said one step further: why do we need sky or trees at all?  Tetris wouldn't be a better game if it was shoehorned into a world that tried to imitate real life.

Attempting to connect your game to *anything* in the real world (photorealism being just one part) ties you to whatever the state-of-the-art is this month for simulation.

A game's long-term popularity seems inversely proportional to its realism: the most abstract games are the most long-lived.  At the top, Pong, and then Tetris and Pac-Man, and below that Frogger and Joust, and so on.  Almost no classics from before 1990 I can remember tried to imitate life.</description>
		<content:encoded><![CDATA[<p>I would take what Jennifer said one step further: why do we need sky or trees at all?  Tetris wouldn&#8217;t be a better game if it was shoehorned into a world that tried to imitate real life.</p>
<p>Attempting to connect your game to *anything* in the real world (photorealism being just one part) ties you to whatever the state-of-the-art is this month for simulation.</p>
<p>A game&#8217;s long-term popularity seems inversely proportional to its realism: the most abstract games are the most long-lived.  At the top, Pong, and then Tetris and Pac-Man, and below that Frogger and Joust, and so on.  Almost no classics from before 1990 I can remember tried to imitate life.</p>
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