<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: An RPG without space: Hunter RPG</title>
	<atom:link href="http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/</link>
	<description>by Daniel Benmergui</description>
	<lastBuildDate>Fri, 03 Feb 2012 21:51:06 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: Erik</title>
		<link>http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/comment-page-2/#comment-29811</link>
		<dc:creator>Erik</dc:creator>
		<pubDate>Thu, 18 Aug 2011 14:42:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/#comment-29811</guid>
		<description>hunter rpg is an great game and i love to see you play it.</description>
		<content:encoded><![CDATA[<p>hunter rpg is an great game and i love to see you play it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: kwantumcase@flagolalala.lol</title>
		<link>http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/comment-page-2/#comment-25545</link>
		<dc:creator>kwantumcase@flagolalala.lol</dc:creator>
		<pubDate>Thu, 30 Jun 2011 14:11:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/#comment-25545</guid>
		<description>Soylent Green is people!</description>
		<content:encoded><![CDATA[<p>Soylent Green is people!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mangedestomatestouslesjours@hohohoho.co</title>
		<link>http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/comment-page-2/#comment-25544</link>
		<dc:creator>mangedestomatestouslesjours@hohohoho.co</dc:creator>
		<pubDate>Thu, 30 Jun 2011 14:09:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/#comment-25544</guid>
		<description>A while ago, Chris Crawford said:

    Almost all games rely on spatial navigation with a small set of verbs for moving through a space. They then populate the game’s space with all sorts of interesting, complex elements that provide the game with richness. This is fine-it works well. But game designers are stuck in this approach-they just can’t see beyond spatial navigation. Why does every game on the market have to have a map? What’s so all-encompassing about spatial reasoning?

Last year I was bored at home, recovering from an unexpected illness, when I decided I wanted to at least start developing a small RPG. I did that several times before, always failing when having to do the massive level design typical of a classic RPG. Not to mention the amount of art maps need.

Since laziness is one of creativity’s booster (the other one is desperation), I came up with a way to avoid most of the grudgery of level design: to take away spatial navigation completely.

Hunter RPG has all the elements of an RPG like questing, leveling, fighting and looting. But your character is not at a particular location at any time. You are not anywhere, you don’t walk anywhere. The game is about revealing opportunities.

Jonathan Blow described it as a sort of Progress Quest but with actual choices during GDC ’06 Experimental Gameplay Sessions.

Even tough the demo is just a concept, I’m sure a full-fledged RPG could be developed with Hunter’s mechanics. If you can’t imagine how an RPG could be done without any concept of space, get the Hunter RPG Demo.</description>
		<content:encoded><![CDATA[<p>A while ago, Chris Crawford said:</p>
<p>    Almost all games rely on spatial navigation with a small set of verbs for moving through a space. They then populate the game’s space with all sorts of interesting, complex elements that provide the game with richness. This is fine-it works well. But game designers are stuck in this approach-they just can’t see beyond spatial navigation. Why does every game on the market have to have a map? What’s so all-encompassing about spatial reasoning?</p>
<p>Last year I was bored at home, recovering from an unexpected illness, when I decided I wanted to at least start developing a small RPG. I did that several times before, always failing when having to do the massive level design typical of a classic RPG. Not to mention the amount of art maps need.</p>
<p>Since laziness is one of creativity’s booster (the other one is desperation), I came up with a way to avoid most of the grudgery of level design: to take away spatial navigation completely.</p>
<p>Hunter RPG has all the elements of an RPG like questing, leveling, fighting and looting. But your character is not at a particular location at any time. You are not anywhere, you don’t walk anywhere. The game is about revealing opportunities.</p>
<p>Jonathan Blow described it as a sort of Progress Quest but with actual choices during GDC ’06 Experimental Gameplay Sessions.</p>
<p>Even tough the demo is just a concept, I’m sure a full-fledged RPG could be developed with Hunter’s mechanics. If you can’t imagine how an RPG could be done without any concept of space, get the Hunter RPG Demo.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mangedestomatesmonamour@hohohoho.co</title>
		<link>http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/comment-page-2/#comment-25543</link>
		<dc:creator>mangedestomatesmonamour@hohohoho.co</dc:creator>
		<pubDate>Thu, 30 Jun 2011 14:08:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/#comment-25543</guid>
		<description>A while ago, Chris Crawford said:

    Almost all games rely on spatial navigation with a small set of verbs for moving through a space. They then populate the game’s space with all sorts of interesting, complex elements that provide the game with richness. This is fine-it works well. But game designers are stuck in this approach-they just can’t see beyond spatial navigation. Why does every game on the market have to have a map? What’s so all-encompassing about spatial reasoning?

Last year I was bored at home, recovering from an unexpected illness, when I decided I wanted to at least start developing a small RPG. I did that several times before, always failing when having to do the massive level design typical of a classic RPG. Not to mention the amount of art maps need.

Since laziness is one of creativity’s booster (the other one is desperation), I came up with a way to avoid most of the grudgery of level design: to take away spatial navigation completely.

Hunter RPG has all the elements of an RPG like questing, leveling, fighting and looting. But your character is not at a particular location at any time. You are not anywhere, you don’t walk anywhere. The game is about revealing opportunities.

Jonathan Blow described it as a sort of Progress Quest but with actual choices during GDC ’06 Experimental Gameplay Sessions.

Even though the demo is just a concept, I’m sure a full-fledged RPG could be developed with Hunter’s mechanics. If you can’t imagine how an RPG could be done without any concept of space, get the Hunter RPG Demo.</description>
		<content:encoded><![CDATA[<p>A while ago, Chris Crawford said:</p>
<p>    Almost all games rely on spatial navigation with a small set of verbs for moving through a space. They then populate the game’s space with all sorts of interesting, complex elements that provide the game with richness. This is fine-it works well. But game designers are stuck in this approach-they just can’t see beyond spatial navigation. Why does every game on the market have to have a map? What’s so all-encompassing about spatial reasoning?</p>
<p>Last year I was bored at home, recovering from an unexpected illness, when I decided I wanted to at least start developing a small RPG. I did that several times before, always failing when having to do the massive level design typical of a classic RPG. Not to mention the amount of art maps need.</p>
<p>Since laziness is one of creativity’s booster (the other one is desperation), I came up with a way to avoid most of the grudgery of level design: to take away spatial navigation completely.</p>
<p>Hunter RPG has all the elements of an RPG like questing, leveling, fighting and looting. But your character is not at a particular location at any time. You are not anywhere, you don’t walk anywhere. The game is about revealing opportunities.</p>
<p>Jonathan Blow described it as a sort of Progress Quest but with actual choices during GDC ’06 Experimental Gameplay Sessions.</p>
<p>Even though the demo is just a concept, I’m sure a full-fledged RPG could be developed with Hunter’s mechanics. If you can’t imagine how an RPG could be done without any concept of space, get the Hunter RPG Demo.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: rakkakaaka@dleldleel.com</title>
		<link>http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/comment-page-2/#comment-25542</link>
		<dc:creator>rakkakaaka@dleldleel.com</dc:creator>
		<pubDate>Thu, 30 Jun 2011 14:07:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/#comment-25542</guid>
		<description>sluba silna zungo 

zungo zungo!</description>
		<content:encoded><![CDATA[<p>sluba silna zungo </p>
<p>zungo zungo!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: TJ</title>
		<link>http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/comment-page-2/#comment-16574</link>
		<dc:creator>TJ</dc:creator>
		<pubDate>Sun, 13 Feb 2011 06:24:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/#comment-16574</guid>
		<description>I really love the concept of this game. I am an avid RPG player and love the ideology proposed by this game.  Even with perpetual and inevitable failure staring me in the face, I cannot stop playing it.  I really cannot wait to see more done on the game&#039;s development in the future.</description>
		<content:encoded><![CDATA[<p>I really love the concept of this game. I am an avid RPG player and love the ideology proposed by this game.  Even with perpetual and inevitable failure staring me in the face, I cannot stop playing it.  I really cannot wait to see more done on the game&#8217;s development in the future.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: iso burner</title>
		<link>http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/comment-page-2/#comment-15313</link>
		<dc:creator>iso burner</dc:creator>
		<pubDate>Tue, 18 Jan 2011 13:36:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/#comment-15313</guid>
		<description>nice)</description>
		<content:encoded><![CDATA[<p>nice)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: wpolscemamymocneseo</title>
		<link>http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/comment-page-2/#comment-14985</link>
		<dc:creator>wpolscemamymocneseo</dc:creator>
		<pubDate>Tue, 11 Jan 2011 18:38:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/#comment-14985</guid>
		<description>Great article, but a frustrating read, due to the lack of proper punctuation in a lot of spots. Please close your quotations! If this article is following some sort of nouveau grammatical style, of which Iâ€™m not aware, I remain frustrated; however, I apologize.</description>
		<content:encoded><![CDATA[<p>Great article, but a frustrating read, due to the lack of proper punctuation in a lot of spots. Please close your quotations! If this article is following some sort of nouveau grammatical style, of which Iâ€™m not aware, I remain frustrated; however, I apologize.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tom</title>
		<link>http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/comment-page-1/#comment-14564</link>
		<dc:creator>Tom</dc:creator>
		<pubDate>Mon, 03 Jan 2011 06:33:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/#comment-14564</guid>
		<description>Very interesting and very neat. I didn&#039;t know what to expect, but I feel as though I&#039;ve played something like this before. I don&#039;t know. It feels a bit like Final Fantasy Tactics too, but that&#039;s not what I thinking of. Anyways, I realize the battle field in FFT is still space, but you&#039;d be hard pressed to have an enjoyable strategy game without a field of some sort. You could go very far with this game. I am definitely looking forward to a full game if you&#039;re planning one.

To be honest though, I don&#039;t know what Chris Crawford is complaining about. One important aspect of RPGs is exploration. It&#039;s pretty difficult to have exploration without space to explore. I realize Hunter RPG is fun without having space, but clicking on a bar that says &quot;Infernal Cave&quot; or whatever until it&#039;s % reaches 100 is not enjoyable exploration. This is probably the reason why most RPGs have space. Anyways, his complaining leads me to believe he&#039;s one of those people who I would consider &quot;artsy-fartsy&quot;. I&#039;ve been playing video games all my life and not once wished to have a RPG without space.

So... do text RPGs have space? You could say there is space, just not graphically depicted. However... If you argue that, then it is my opinion that Hunter RPG has space. Considering this... it is also in my opinion that it is impossible to have a RPG (Why does &quot;an RPG&quot; sound more grammatically correct than &quot;a RPG&quot;?) with absolutely no space. Maybe even any genre at all.

Regardless... this game is good. I can&#039;t wait for more.</description>
		<content:encoded><![CDATA[<p>Very interesting and very neat. I didn&#8217;t know what to expect, but I feel as though I&#8217;ve played something like this before. I don&#8217;t know. It feels a bit like Final Fantasy Tactics too, but that&#8217;s not what I thinking of. Anyways, I realize the battle field in FFT is still space, but you&#8217;d be hard pressed to have an enjoyable strategy game without a field of some sort. You could go very far with this game. I am definitely looking forward to a full game if you&#8217;re planning one.</p>
<p>To be honest though, I don&#8217;t know what Chris Crawford is complaining about. One important aspect of RPGs is exploration. It&#8217;s pretty difficult to have exploration without space to explore. I realize Hunter RPG is fun without having space, but clicking on a bar that says &#8220;Infernal Cave&#8221; or whatever until it&#8217;s % reaches 100 is not enjoyable exploration. This is probably the reason why most RPGs have space. Anyways, his complaining leads me to believe he&#8217;s one of those people who I would consider &#8220;artsy-fartsy&#8221;. I&#8217;ve been playing video games all my life and not once wished to have a RPG without space.</p>
<p>So&#8230; do text RPGs have space? You could say there is space, just not graphically depicted. However&#8230; If you argue that, then it is my opinion that Hunter RPG has space. Considering this&#8230; it is also in my opinion that it is impossible to have a RPG (Why does &#8220;an RPG&#8221; sound more grammatically correct than &#8220;a RPG&#8221;?) with absolutely no space. Maybe even any genre at all.</p>
<p>Regardless&#8230; this game is good. I can&#8217;t wait for more.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: sdf</title>
		<link>http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/comment-page-1/#comment-14061</link>
		<dc:creator>sdf</dc:creator>
		<pubDate>Sun, 19 Dec 2010 02:19:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/2007/01/12/an-rpg-without-space-hunter-rpg/#comment-14061</guid>
		<description>stestetst</description>
		<content:encoded><![CDATA[<p>stestetst</p>
]]></content:encoded>
	</item>
</channel>
</rss>

