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	<title>Comments on: Illucinated Maps</title>
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	<link>http://gamedesignreviews.com/scrapbook/illucinated-maps/</link>
	<description>Inductive Game Design Research</description>
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		<title>By: axcho</title>
		<link>http://gamedesignreviews.com/scrapbook/illucinated-maps/comment-page-1/#comment-484</link>
		<dc:creator>axcho</dc:creator>
		<pubDate>Wed, 08 Apr 2009 04:50:00 +0000</pubDate>
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		<description>Very intriguing. I&#039;m really looking forward to seeing this game. Just thought I&#039;d say that. :)</description>
		<content:encoded><![CDATA[<p>Very intriguing. I&#8217;m really looking forward to seeing this game. Just thought I&#8217;d say that. <img src='http://gamedesignreviews.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/scrapbook/illucinated-maps/comment-page-1/#comment-482</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Thu, 02 Apr 2009 21:49:00 +0000</pubDate>
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		<description>Yeah, that&#039;s one thing. Star Designers always tell you to do iterative design but they rarely address how these iterations feel like when you are doing them. I had a similar experience like you - every time I have to make a major change it seems like I&#039;m a clueless idiot who doesn&#039;t have a clue what he is doing. It&#039;s frustrating and humiliating.&lt;br/&gt;&lt;br/&gt;Illucinated changed a lot. Yes, there is some technology and some philosophy at it&#039;s core but developing that already took a lot of time (and a lot of wrong turns). The stuff around it changes a big deal and is still changing now... or rather it wasn&#039;t never really developed in the first place.&lt;br/&gt;&lt;br/&gt;But that&#039;s the advantage you have as an independent designer. In a studio environment you obviously can&#039;t afford that... or you would have to develop a workflow that makes this kind of strategy possible.&lt;br/&gt;&lt;br/&gt;And it&#039;s the right thing to do after all. The hell is always the mid-part where changes have vast consequences and the game still isn&#039;t anywhere near finished. Making changes early on is simple. Making changes at the end can be annoying but by then you get a clear idea if they actually improve your game. Luckily, I&#039;m finally arriving at that last phase. I believe a source of your frustration is that you are in the mid-part. Keep at it! You are a smart guy. You figured out worse.</description>
		<content:encoded><![CDATA[<p>Yeah, that&#8217;s one thing. Star Designers always tell you to do iterative design but they rarely address how these iterations feel like when you are doing them. I had a similar experience like you &#8211; every time I have to make a major change it seems like I&#8217;m a clueless idiot who doesn&#8217;t have a clue what he is doing. It&#8217;s frustrating and humiliating.</p>
<p>Illucinated changed a lot. Yes, there is some technology and some philosophy at it&#8217;s core but developing that already took a lot of time (and a lot of wrong turns). The stuff around it changes a big deal and is still changing now&#8230; or rather it wasn&#8217;t never really developed in the first place.</p>
<p>But that&#8217;s the advantage you have as an independent designer. In a studio environment you obviously can&#8217;t afford that&#8230; or you would have to develop a workflow that makes this kind of strategy possible.</p>
<p>And it&#8217;s the right thing to do after all. The hell is always the mid-part where changes have vast consequences and the game still isn&#8217;t anywhere near finished. Making changes early on is simple. Making changes at the end can be annoying but by then you get a clear idea if they actually improve your game. Luckily, I&#8217;m finally arriving at that last phase. I believe a source of your frustration is that you are in the mid-part. Keep at it! You are a smart guy. You figured out worse.</p>
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		<title>By: Yu-Chung Chen</title>
		<link>http://gamedesignreviews.com/scrapbook/illucinated-maps/comment-page-1/#comment-481</link>
		<dc:creator>Yu-Chung Chen</dc:creator>
		<pubDate>Thu, 02 Apr 2009 20:01:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/illucinated-maps/#comment-481</guid>
		<description>it should read &quot;because there seems to be a need for the masterplan way &lt;b&gt;in a studio environment&lt;/b&gt;&quot;&lt;br/&gt;&lt;br/&gt;But I guess that&#039;s also the reason the industry is stagnating.</description>
		<content:encoded><![CDATA[<p>it should read &#8220;because there seems to be a need for the masterplan way <b>in a studio environment</b>&#8220;</p>
<p>But I guess that&#8217;s also the reason the industry is stagnating.</p>
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		<title>By: Yu-Chung Chen</title>
		<link>http://gamedesignreviews.com/scrapbook/illucinated-maps/comment-page-1/#comment-480</link>
		<dc:creator>Yu-Chung Chen</dc:creator>
		<pubDate>Thu, 02 Apr 2009 19:59:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/illucinated-maps/#comment-480</guid>
		<description>Intriguing! It&#039;s a bit like clusterings images, info graphics of sorts.&lt;br/&gt;&lt;br/&gt;Congratulations on the code (almost) closure. So the design is set as well? &lt;br/&gt;&lt;br/&gt;I&#039;m thinking about when Jonathan Blow phrased creation mode design and preservation mode design (from &lt;a HREF=&quot;http://braid-game.com/news/?p=156&quot; REL=&quot;nofollow&quot;&gt;this presentation&lt;/a&gt;). This sounds like having a masterplan and changes are only made to solve problems caused by external forces. &lt;br/&gt;&lt;br/&gt;I know Illucinated has a strong, specific idea, but how much does the concept transform itself during the production?&lt;br/&gt;&lt;br/&gt;I&#039;m just wondering, because the advergame I&#039;m working on, the whole thing is not revolved around some novel game design idea, but a product feature. So, I&#039;m constantly changing stuff, doing whatever seems to address upcoming issues, and bascially design as I go right now.&lt;br/&gt;&lt;br/&gt;It is arguably iterative design, still it feels somewhat stupid because there seems to be a need for the masterplan way, so that I as designer don&#039;t cause expensive code rewrites.</description>
		<content:encoded><![CDATA[<p>Intriguing! It&#8217;s a bit like clusterings images, info graphics of sorts.</p>
<p>Congratulations on the code (almost) closure. So the design is set as well? </p>
<p>I&#8217;m thinking about when Jonathan Blow phrased creation mode design and preservation mode design (from <a HREF="http://braid-game.com/news/?p=156" REL="nofollow">this presentation</a>). This sounds like having a masterplan and changes are only made to solve problems caused by external forces. </p>
<p>I know Illucinated has a strong, specific idea, but how much does the concept transform itself during the production?</p>
<p>I&#8217;m just wondering, because the advergame I&#8217;m working on, the whole thing is not revolved around some novel game design idea, but a product feature. So, I&#8217;m constantly changing stuff, doing whatever seems to address upcoming issues, and bascially design as I go right now.</p>
<p>It is arguably iterative design, still it feels somewhat stupid because there seems to be a need for the masterplan way, so that I as designer don&#8217;t cause expensive code rewrites.</p>
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