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	<title>Comments on: PAX 2009: A Strategic Approach to Game Design</title>
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	<link>http://mochiland.com/articles/pax-2009-a-strategic-approach-to-game-design</link>
	<description>for(developer in flash_games){ this.mochiland = _root }</description>
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		<title>By: jhocking</title>
		<link>http://mochiland.com/articles/pax-2009-a-strategic-approach-to-game-design/comment-page-1#comment-83389</link>
		<dc:creator>jhocking</dc:creator>
		<pubDate>Wed, 21 Oct 2009 16:25:24 +0000</pubDate>
		<guid isPermaLink="false">http://mochiland.com/?p=2005#comment-83389</guid>
		<description>The really interesting line on those last graphs is on the PS3 graph: no demo or trailer is actually higher than demo only.</description>
		<content:encoded><![CDATA[<p>The really interesting line on those last graphs is on the PS3 graph: no demo or trailer is actually higher than demo only.</p>
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		<title>By: Leroy Frederick</title>
		<link>http://mochiland.com/articles/pax-2009-a-strategic-approach-to-game-design/comment-page-1#comment-80171</link>
		<dc:creator>Leroy Frederick</dc:creator>
		<pubDate>Thu, 10 Sep 2009 20:16:50 +0000</pubDate>
		<guid isPermaLink="false">http://mochiland.com/?p=2005#comment-80171</guid>
		<description>It is, I know from experience that xbox live trials tend to be more bad then good, but not always a good reflection of the game itself.

A great demo it seems is a art as much as the game itself. Of course, flash games have the advantage of being free / freemium, where the aim is to give most of it away and offer the players time saving / cool optional features, which means it shouldn&#039;t suffer from the damaging effects of a bad / over restrictive demo (of course, the game still needs to be good).</description>
		<content:encoded><![CDATA[<p>It is, I know from experience that xbox live trials tend to be more bad then good, but not always a good reflection of the game itself.</p>
<p>A great demo it seems is a art as much as the game itself. Of course, flash games have the advantage of being free / freemium, where the aim is to give most of it away and offer the players time saving / cool optional features, which means it shouldn&#8217;t suffer from the damaging effects of a bad / over restrictive demo (of course, the game still needs to be good).</p>
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		<title>By: Ada Chen</title>
		<link>http://mochiland.com/articles/pax-2009-a-strategic-approach-to-game-design/comment-page-1#comment-80161</link>
		<dc:creator>Ada Chen</dc:creator>
		<pubDate>Thu, 10 Sep 2009 17:16:30 +0000</pubDate>
		<guid isPermaLink="false">http://mochiland.com/?p=2005#comment-80161</guid>
		<description>Leroy, yes you read that right. Isn&#039;t that interesting? I guess that sometimes gameplay just doesn&#039;t live up to its trialer ;)</description>
		<content:encoded><![CDATA[<p>Leroy, yes you read that right. Isn&#8217;t that interesting? I guess that sometimes gameplay just doesn&#8217;t live up to its trialer ;)</p>
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		<title>By: Leroy Frederick</title>
		<link>http://mochiland.com/articles/pax-2009-a-strategic-approach-to-game-design/comment-page-1#comment-80154</link>
		<dc:creator>Leroy Frederick</dc:creator>
		<pubDate>Thu, 10 Sep 2009 13:54:12 +0000</pubDate>
		<guid isPermaLink="false">http://mochiland.com/?p=2005#comment-80154</guid>
		<description>Thanks Ada, very interesting article. Am I reading the last graph wrong, is it suggesting that the games that released with a trailer only sold more then the others with demos etc?</description>
		<content:encoded><![CDATA[<p>Thanks Ada, very interesting article. Am I reading the last graph wrong, is it suggesting that the games that released with a trailer only sold more then the others with demos etc?</p>
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		<title>By: Porter</title>
		<link>http://mochiland.com/articles/pax-2009-a-strategic-approach-to-game-design/comment-page-1#comment-80103</link>
		<dc:creator>Porter</dc:creator>
		<pubDate>Wed, 09 Sep 2009 18:05:12 +0000</pubDate>
		<guid isPermaLink="false">http://mochiland.com/?p=2005#comment-80103</guid>
		<description>It may not be directed directly at the flash games industry, but game design is game design and no matter what platform it&#039;s being done for, there are always common rules. The list of &quot;What makes a game fun&quot; is definitely something more people need to think about.</description>
		<content:encoded><![CDATA[<p>It may not be directed directly at the flash games industry, but game design is game design and no matter what platform it&#8217;s being done for, there are always common rules. The list of &#8220;What makes a game fun&#8221; is definitely something more people need to think about.</p>
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