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	<title>Comments on: Loco Roco: I Love Non-Standard Controls</title>
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	<link>http://gamedesignreviews.com/reviews/loco-roco-i-love-non-standard-controls/</link>
	<description>Inductive Game Design Research</description>
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		<title>By: Chris</title>
		<link>http://gamedesignreviews.com/reviews/loco-roco-i-love-non-standard-controls/comment-page-1/#comment-3313</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Wed, 05 May 2010 10:58:29 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=13#comment-3313</guid>
		<description>The link to Pax Galaxia: accessibility of turn-based games, is broken, correct link:
http://gamedesignreviews.com/reviews/pax-galaxia-accessibility-of-turn-based-games/
Cheers, Chris</description>
		<content:encoded><![CDATA[<p>The link to Pax Galaxia: accessibility of turn-based games, is broken, correct link:<br />
<a href="http://gamedesignreviews.com/reviews/pax-galaxia-accessibility-of-turn-based-games/" rel="nofollow">http://gamedesignreviews.com/reviews/pax-galaxia-accessibility-of-turn-based-games/</a><br />
Cheers, Chris</p>
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		<title>By: GRAV</title>
		<link>http://gamedesignreviews.com/reviews/loco-roco-i-love-non-standard-controls/comment-page-1/#comment-102</link>
		<dc:creator>GRAV</dc:creator>
		<pubDate>Sat, 16 Feb 2008 03:05:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=13#comment-102</guid>
		<description>Miyamato gives us everything.</description>
		<content:encoded><![CDATA[<p>Miyamato gives us everything.</p>
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		<title>By: Daniel 'sirleto' Renkel</title>
		<link>http://gamedesignreviews.com/reviews/loco-roco-i-love-non-standard-controls/comment-page-1/#comment-29</link>
		<dc:creator>Daniel 'sirleto' Renkel</dc:creator>
		<pubDate>Fri, 11 Aug 2006 07:37:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=13#comment-29</guid>
		<description>this is a great point, yu-chung, that the design is expecting the user to have a certain degree of previous knowledge.&lt;br/&gt;&lt;br/&gt;i definetly like that about &quot;Dr. Kawashima - Brain Training&quot;, which has also controls that are on the one hand super intuitive and feel not &quot;new&quot;, but are very non-standard compared with most other games.&lt;br/&gt;&lt;br/&gt;but i feel that there is another very bad point about reusing standards from other games, not only is the design expecting the user to have a pre-knowledge, but also is the player expecting the game(designers) to have a preknowledge. &lt;br/&gt;&lt;br/&gt;if you use elements from other games, players allways expect further elements from other games, too. and feel bad when you &quot;forgot&quot; to include them in your game. and this is especially so with interface and controlls. and there are often a lot of things from other games that you either don&#039;t want to include or can&#039;t. can&#039;t because of the limited space of features - many players want a game to include &quot;everything&quot;, which is not what the designer wants.</description>
		<content:encoded><![CDATA[<p>this is a great point, yu-chung, that the design is expecting the user to have a certain degree of previous knowledge.</p>
<p>i definetly like that about &#8220;Dr. Kawashima &#8211; Brain Training&#8221;, which has also controls that are on the one hand super intuitive and feel not &#8220;new&#8221;, but are very non-standard compared with most other games.</p>
<p>but i feel that there is another very bad point about reusing standards from other games, not only is the design expecting the user to have a pre-knowledge, but also is the player expecting the game(designers) to have a preknowledge. </p>
<p>if you use elements from other games, players allways expect further elements from other games, too. and feel bad when you &#8220;forgot&#8221; to include them in your game. and this is especially so with interface and controlls. and there are often a lot of things from other games that you either don&#8217;t want to include or can&#8217;t. can&#8217;t because of the limited space of features &#8211; many players want a game to include &#8220;everything&#8221;, which is not what the designer wants.</p>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/reviews/loco-roco-i-love-non-standard-controls/comment-page-1/#comment-14</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Fri, 07 Jul 2006 18:32:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=13#comment-14</guid>
		<description>I don&#039;t think Donald Norman can be used too often as Reference. The quote is spot-on.&lt;br/&gt;&lt;br/&gt;Internally there has been a lot discussion about this post. It was triggered by a bit harsh critique, which I wrote. I must admit that it was inapropriate.&lt;br/&gt;&lt;br/&gt;Still, I would like to keep track of the things we discussed about:&lt;br/&gt;&lt;br/&gt;- I think the similarity to the oil-thngys fits well. How do you call them, does anybody know?&lt;br/&gt;&lt;br/&gt;- It was my guess that Loco Roco is also intentionally quite similar to Katamari Damacy.&lt;br/&gt;&lt;br/&gt;- I had some problems with the term &quot;unsusual&quot; since it is a bit vague. Hopefully, we can get more detailed in further posts.&lt;br/&gt;&lt;br/&gt;- I had the impression that at some points we were comparing apples to oranges. Is Pax Imperia realy compareable to Street Fighter and Loco Roco? If yes, what is the conclusion?&lt;br/&gt;&lt;br/&gt;- The differences in the controls of the games are based on the ammount of the actions a player can perform. While Daniel explicitly chose not to take this into account, for me it might be a very interesting topic, which I will adress in some next post.&lt;br/&gt;&lt;br/&gt;Although I haven&#039;t been playing Loco Roco yet, it is yet another PSP Title, wich might bring me to actually buy the System some day. A the momment, the other two are Katamari Damacy and Wipeout Pure. All of them feature a quite unique visual language, which for me is also a very important aspect of successfull game design. Here, I fully agree with Daniel.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think Donald Norman can be used too often as Reference. The quote is spot-on.</p>
<p>Internally there has been a lot discussion about this post. It was triggered by a bit harsh critique, which I wrote. I must admit that it was inapropriate.</p>
<p>Still, I would like to keep track of the things we discussed about:</p>
<p>- I think the similarity to the oil-thngys fits well. How do you call them, does anybody know?</p>
<p>- It was my guess that Loco Roco is also intentionally quite similar to Katamari Damacy.</p>
<p>- I had some problems with the term &#8220;unsusual&#8221; since it is a bit vague. Hopefully, we can get more detailed in further posts.</p>
<p>- I had the impression that at some points we were comparing apples to oranges. Is Pax Imperia realy compareable to Street Fighter and Loco Roco? If yes, what is the conclusion?</p>
<p>- The differences in the controls of the games are based on the ammount of the actions a player can perform. While Daniel explicitly chose not to take this into account, for me it might be a very interesting topic, which I will adress in some next post.</p>
<p>Although I haven&#8217;t been playing Loco Roco yet, it is yet another PSP Title, wich might bring me to actually buy the System some day. A the momment, the other two are Katamari Damacy and Wipeout Pure. All of them feature a quite unique visual language, which for me is also a very important aspect of successfull game design. Here, I fully agree with Daniel.</p>
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		<title>By: Yu-Chung Chen</title>
		<link>http://gamedesignreviews.com/reviews/loco-roco-i-love-non-standard-controls/comment-page-1/#comment-13</link>
		<dc:creator>Yu-Chung Chen</dc:creator>
		<pubDate>Wed, 28 Jun 2006 23:31:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=13#comment-13</guid>
		<description>Without having put too much critical thoughts into it, I would agree, based on what Donald Norman said in Design of Everyday Things. (Sorry that I cited him again, Krystian, I know I did that quite a few times lately. Will read more other stuff again soon).&lt;br/&gt;&lt;br/&gt;According to Norman&#039;s recommendations (which he explained very convincingly in the whole book), using standard interfaces ist only the second option (if not the third, have to look it up), if it&#039;s not possible to achieve s natural and intuitive mapping by other means.&lt;br/&gt;&lt;br/&gt;Using tried and proven standards isn&#039;t a bad idea in an established genre but that also means the design is expecting the user to have a certain degree of previous knowledge. &lt;br/&gt;&lt;br/&gt;What do you think?</description>
		<content:encoded><![CDATA[<p>Without having put too much critical thoughts into it, I would agree, based on what Donald Norman said in Design of Everyday Things. (Sorry that I cited him again, Krystian, I know I did that quite a few times lately. Will read more other stuff again soon).</p>
<p>According to Norman&#8217;s recommendations (which he explained very convincingly in the whole book), using standard interfaces ist only the second option (if not the third, have to look it up), if it&#8217;s not possible to achieve s natural and intuitive mapping by other means.</p>
<p>Using tried and proven standards isn&#8217;t a bad idea in an established genre but that also means the design is expecting the user to have a certain degree of previous knowledge. </p>
<p>What do you think?</p>
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