<?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: Wiicked</title>
	<atom:link href="http://gamedesignreviews.com/scrapbook/wiicked/feed/" rel="self" type="application/rss+xml" />
	<link>http://gamedesignreviews.com/scrapbook/wiicked/</link>
	<description>Inductive Game Design Research</description>
	<lastBuildDate>Mon, 03 Nov 2014 07:08:02 +0100</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/scrapbook/wiicked/comment-page-1/#comment-407</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Sun, 15 Feb 2009 16:31:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/wiicked/#comment-407</guid>
		<description>Don&#039;t feel bad that your stuff didn&#039;t work out. I would think that a lot of people understood what was going on. It&#039;s not that there was nothing happening. And you did a great job of explaining the missing bits during the presentation.&lt;br/&gt;&lt;br/&gt;And if things work out you will have plenty of opportunities to make it work in front of an even bigger audience.</description>
		<content:encoded><![CDATA[<p>Don&#8217;t feel bad that your stuff didn&#8217;t work out. I would think that a lot of people understood what was going on. It&#8217;s not that there was nothing happening. And you did a great job of explaining the missing bits during the presentation.</p>
<p>And if things work out you will have plenty of opportunities to make it work in front of an even bigger audience.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Yu-Chung Chen</title>
		<link>http://gamedesignreviews.com/scrapbook/wiicked/comment-page-1/#comment-406</link>
		<dc:creator>Yu-Chung Chen</dc:creator>
		<pubDate>Sun, 15 Feb 2009 01:45:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/wiicked/#comment-406</guid>
		<description>yeah I&#039;m recovering at my brother&#039;s place. thanks for posting.&lt;br/&gt;&lt;br/&gt;I wanted to wait with publishing this project until it&#039;s further developed because the interaction is laggy when all modules are running, especially the one I put the most of the &quot;pretty hardcore&quot; work into.&lt;br/&gt;&lt;br/&gt;actually, I&#039;m still pretty disappointed (read: pissed) that my pet module didn&#039;t work out. Granted, I explained the concept behind it (as opposed to the others, but they also didn&#039;t have the need, in a way) but the fact it wasn&#039;t working properly made me missing exactly the point I like making (and Krystian too): that designers should not shy away from programming, and ought make their interaction ideas actually interactive. Which is something I often see lacking at our university.&lt;br/&gt;&lt;br/&gt;Btw co-student Daniel Dormann did the really hardcore parts of the development. Kudos. I did learn a lot, again, which was great. &lt;br/&gt;&lt;br/&gt;But seeing ideas of others who shied away from coding being better received is kinda like a slap in the face. You know, sort of &lt;i&gt;they get away with not programming and still enjoy &quot;their&quot; interaction idea work out&quot;&lt;/i&gt;. &quot;their&quot; because I even ported some of their prototypes into the actual project base.&lt;br/&gt;&lt;br/&gt;I know those guys aren&#039;t disrespectful like that, I&#039;m just pointing out the irony.&lt;br/&gt;&lt;br/&gt;rant over.&lt;br/&gt;for today.&lt;br/&gt;&lt;br/&gt;As for the continuation of the project, I&#039;ll definitely check with the guys, see who is in and define the next steps. I&#039;d say performance, stability and usability before adding any new interaction sketches.</description>
		<content:encoded><![CDATA[<p>yeah I&#8217;m recovering at my brother&#8217;s place. thanks for posting.</p>
<p>I wanted to wait with publishing this project until it&#8217;s further developed because the interaction is laggy when all modules are running, especially the one I put the most of the &#8220;pretty hardcore&#8221; work into.</p>
<p>actually, I&#8217;m still pretty disappointed (read: pissed) that my pet module didn&#8217;t work out. Granted, I explained the concept behind it (as opposed to the others, but they also didn&#8217;t have the need, in a way) but the fact it wasn&#8217;t working properly made me missing exactly the point I like making (and Krystian too): that designers should not shy away from programming, and ought make their interaction ideas actually interactive. Which is something I often see lacking at our university.</p>
<p>Btw co-student Daniel Dormann did the really hardcore parts of the development. Kudos. I did learn a lot, again, which was great. </p>
<p>But seeing ideas of others who shied away from coding being better received is kinda like a slap in the face. You know, sort of <i>they get away with not programming and still enjoy &#8220;their&#8221; interaction idea work out&#8221;</i>. &#8220;their&#8221; because I even ported some of their prototypes into the actual project base.</p>
<p>I know those guys aren&#8217;t disrespectful like that, I&#8217;m just pointing out the irony.</p>
<p>rant over.<br />for today.</p>
<p>As for the continuation of the project, I&#8217;ll definitely check with the guys, see who is in and define the next steps. I&#8217;d say performance, stability and usability before adding any new interaction sketches.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
