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	<title>Comments on: Demons of Experimentation: Level Slicers</title>
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	<link>http://www.ludomancy.com/blog/2008/06/14/break-a-chain-kill-a-level/</link>
	<description>Experimental Videogames (daniel@ludomancy.com)</description>
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		<title>By: The Square Octopus &#187; CODEAR Challenge</title>
		<link>http://www.ludomancy.com/blog/2008/06/14/break-a-chain-kill-a-level/comment-page-1/#comment-5493</link>
		<dc:creator>The Square Octopus &#187; CODEAR Challenge</dc:creator>
		<pubDate>Thu, 03 Jul 2008 09:34:41 +0000</pubDate>
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		<description>[...] level slicing is a demon of experimentation, we, as contestants, will have to break a few mind conventions in order to think about how to [...]</description>
		<content:encoded><![CDATA[<p>[...] level slicing is a demon of experimentation, we, as contestants, will have to break a few mind conventions in order to think about how to [...]</p>
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		<title>By: Darío</title>
		<link>http://www.ludomancy.com/blog/2008/06/14/break-a-chain-kill-a-level/comment-page-1/#comment-5323</link>
		<dc:creator>Darío</dc:creator>
		<pubDate>Fri, 20 Jun 2008 21:58:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/?p=78#comment-5323</guid>
		<description>I think that Occam&#039;s razor should be applied more often to game design. something like &quot;Don&#039;t add anything until you&#039;re sure you need it&quot;. Everything should come after the core design idea (that should also be as simple as possible). There are cases in which levels are necessary or at least a good idea (when different levels are really different spaces or times or even gameplays), but in a lot of cases I got to really hate the level division.

Lately, I&#039;m starting to hate most of the usual feedback in games (scores, rewards).</description>
		<content:encoded><![CDATA[<p>I think that Occam&#8217;s razor should be applied more often to game design. something like &#8220;Don&#8217;t add anything until you&#8217;re sure you need it&#8221;. Everything should come after the core design idea (that should also be as simple as possible). There are cases in which levels are necessary or at least a good idea (when different levels are really different spaces or times or even gameplays), but in a lot of cases I got to really hate the level division.</p>
<p>Lately, I&#8217;m starting to hate most of the usual feedback in games (scores, rewards).</p>
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		<title>By: Daniel Benmergui</title>
		<link>http://www.ludomancy.com/blog/2008/06/14/break-a-chain-kill-a-level/comment-page-1/#comment-5249</link>
		<dc:creator>Daniel Benmergui</dc:creator>
		<pubDate>Mon, 16 Jun 2008 01:03:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/?p=78#comment-5249</guid>
		<description>@Harvey: loading times are another visible scar of slicing. It&#039;s such a good example, I&#039;m adding it to the text.

But it&#039;s just collateral damage when Levelthink already poisoned the design stage...</description>
		<content:encoded><![CDATA[<p>@Harvey: loading times are another visible scar of slicing. It&#8217;s such a good example, I&#8217;m adding it to the text.</p>
<p>But it&#8217;s just collateral damage when Levelthink already poisoned the design stage&#8230;</p>
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		<title>By: Harvey</title>
		<link>http://www.ludomancy.com/blog/2008/06/14/break-a-chain-kill-a-level/comment-page-1/#comment-5248</link>
		<dc:creator>Harvey</dc:creator>
		<pubDate>Sun, 15 Jun 2008 22:51:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludomancy.com/blog/?p=78#comment-5248</guid>
		<description>Increasingly, I want games with no level load, that allow me to freely move back and forth through a cohesive, contiguous space. I have this fantasy that in a few years all games, no matter what content or subject matter, will be as &quot;unsliced&quot; as Crackdown.</description>
		<content:encoded><![CDATA[<p>Increasingly, I want games with no level load, that allow me to freely move back and forth through a cohesive, contiguous space. I have this fantasy that in a few years all games, no matter what content or subject matter, will be as &#8220;unsliced&#8221; as Crackdown.</p>
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