<?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: My GDC 2006 notes	</title>
	<atom:link href="https://www.jesperjuul.net/ludologist/2006/04/04/my-gdc-2006-notes/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.jesperjuul.net/ludologist/2006/04/04/my-gdc-2006-notes/</link>
	<description>My name is Jesper Juul, and I am a Ludologist [researcher of the design, meaning, culture, and politics of games]. This is my blog on game research and other important things.</description>
	<lastBuildDate>Fri, 23 Feb 2007 21:39:18 +0000</lastBuildDate>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.9.4</generator>
	<item>
		<title>
		By: Jesper		</title>
		<link>https://www.jesperjuul.net/ludologist/2006/04/04/my-gdc-2006-notes/comment-page-1/#comment-2957</link>

		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Sat, 08 Apr 2006 11:33:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=251#comment-2957</guid>

					<description><![CDATA[I completely agree - many of his points about game design are very sharp and have been ahead of the times.]]></description>
			<content:encoded><![CDATA[<p>I completely agree &#8211; many of his points about game design are very sharp and have been ahead of the times.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: chico		</title>
		<link>https://www.jesperjuul.net/ludologist/2006/04/04/my-gdc-2006-notes/comment-page-1/#comment-2956</link>

		<dc:creator><![CDATA[chico]]></dc:creator>
		<pubDate>Fri, 07 Apr 2006 18:53:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=251#comment-2956</guid>

					<description><![CDATA[Just a thought loosely related to this discussion: It&#039;s interesting to note that Cris Crawford, apart from Interactive Storytelling, was since early times an advocate for Serious Games and games about interpersonal relationships - genres receiving increasing attention nowadays. 

It would be fair to say that games like Balance of Power, and Gossip were, in a way, ideological predecessors of games such as, for instance, A Force More Powerful and SissyFight 2000.]]></description>
			<content:encoded><![CDATA[<p>Just a thought loosely related to this discussion: It&#8217;s interesting to note that Cris Crawford, apart from Interactive Storytelling, was since early times an advocate for Serious Games and games about interpersonal relationships &#8211; genres receiving increasing attention nowadays. </p>
<p>It would be fair to say that games like Balance of Power, and Gossip were, in a way, ideological predecessors of games such as, for instance, A Force More Powerful and SissyFight 2000.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jesper		</title>
		<link>https://www.jesperjuul.net/ludologist/2006/04/04/my-gdc-2006-notes/comment-page-1/#comment-2953</link>

		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Thu, 06 Apr 2006 14:24:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=251#comment-2953</guid>

					<description><![CDATA[I should say that I didn&#039;t mean to dis Chris Crawford&#039;s work, there was just no way I could let the leaflet be. Now, show me the money!]]></description>
			<content:encoded><![CDATA[<p>I should say that I didn&#8217;t mean to dis Chris Crawford&#8217;s work, there was just no way I could let the leaflet be. Now, show me the money!</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Patrick Dugan		</title>
		<link>https://www.jesperjuul.net/ludologist/2006/04/04/my-gdc-2006-notes/comment-page-1/#comment-2952</link>

		<dc:creator><![CDATA[Patrick Dugan]]></dc:creator>
		<pubDate>Thu, 06 Apr 2006 03:44:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=251#comment-2952</guid>

					<description><![CDATA[Yeah, it was funny how you managed to zone in on that. I&#039;ve been trying to wrap my head around Chris&#039; theories and the workings of his engine, and think that, after a year and a half, I&#039;m almost able to work with it and know what I&#039;m doing. I just wish he wouldn&#039;t be so alienating/alientated, and carry a bit more humility. 

If you look at American game designers on average, we&#039;re not really known for our humility. European and Japanese designers might be more modest, but theres something about growing up in America that makes you a whore for fame.]]></description>
			<content:encoded><![CDATA[<p>Yeah, it was funny how you managed to zone in on that. I&#8217;ve been trying to wrap my head around Chris&#8217; theories and the workings of his engine, and think that, after a year and a half, I&#8217;m almost able to work with it and know what I&#8217;m doing. I just wish he wouldn&#8217;t be so alienating/alientated, and carry a bit more humility. </p>
<p>If you look at American game designers on average, we&#8217;re not really known for our humility. European and Japanese designers might be more modest, but theres something about growing up in America that makes you a whore for fame.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: bplusd &#187; Blog Archive &#187; Prototyping from Concentrate		</title>
		<link>https://www.jesperjuul.net/ludologist/2006/04/04/my-gdc-2006-notes/comment-page-1/#comment-2951</link>

		<dc:creator><![CDATA[bplusd &#187; Blog Archive &#187; Prototyping from Concentrate]]></dc:creator>
		<pubDate>Wed, 05 Apr 2006 03:30:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=251#comment-2951</guid>

					<description><![CDATA[[...] From notes on the Games Developers Conference, Jesper Juul brings us this concentrated recap on prototyping  The really recurrent topic was prototyping. Chaim Gingold and Chris Hecker (both at Maxis) made an excellent “advanced prototyping” lecture. Here are some characteristics of good prototypes:Testable, falsifiable (must make a claim), quick to make, relevant, surprising (feedback, upside, downside, inspiring), persuasive (a tool for at changing people’s mind at your team), prototypes ask questions.The hard thing is then decomposition: What part of your game can you prototype and how?Prototyping code must be agile and fast, but not robust, elegant, or optimal.Use toolkits, not frameworks (frameworks want to own the project). [...]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] From notes on the Games Developers Conference, Jesper Juul brings us this concentrated recap on prototyping  The really recurrent topic was prototyping. Chaim Gingold and Chris Hecker (both at Maxis) made an excellent “advanced prototyping” lecture. Here are some characteristics of good prototypes:Testable, falsifiable (must make a claim), quick to make, relevant, surprising (feedback, upside, downside, inspiring), persuasive (a tool for at changing people’s mind at your team), prototypes ask questions.The hard thing is then decomposition: What part of your game can you prototype and how?Prototyping code must be agile and fast, but not robust, elegant, or optimal.Use toolkits, not frameworks (frameworks want to own the project). [&#8230;]</p>
]]></content:encoded>
		
			</item>
	</channel>
</rss>
