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	<title>Comments on: The Art of Losing</title>
	<atom:link href="http://mochiland.com/articles/the-art-of-losing/feed" rel="self" type="application/rss+xml" />
	<link>http://mochiland.com/articles/the-art-of-losing</link>
	<description>for(developer in flash_games){ this.mochiland = _root }</description>
	<pubDate>Sat, 22 Nov 2008 02:22:18 +0000</pubDate>
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		<title>By: Don&#8217;t Make Games That Are Painful! &#171;</title>
		<link>http://mochiland.com/articles/the-art-of-losing#comment-7597</link>
		<dc:creator>Don&#8217;t Make Games That Are Painful! &#171;</dc:creator>
		<pubDate>Thu, 27 Mar 2008 14:34:31 +0000</pubDate>
		<guid isPermaLink="false">http://mochiland.com/articles/the-art-of-losing#comment-7597</guid>
		<description>[...] Don&#8217;t Make Games That Are&#160;Painful!  I just read an article, and it was pretty good! And I agree, don&#8217;t make people restart&#8230;well&#8230;read the article&#8230; [...]</description>
		<content:encoded><![CDATA[<p>[...] Don&#8217;t Make Games That Are&nbsp;Painful!  I just read an article, and it was pretty good! And I agree, don&#8217;t make people restart&#8230;well&#8230;read the article&#8230; [...]</p>
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		<title>By: ninjakiwi</title>
		<link>http://mochiland.com/articles/the-art-of-losing#comment-313</link>
		<dc:creator>ninjakiwi</dc:creator>
		<pubDate>Mon, 29 Oct 2007 01:20:28 +0000</pubDate>
		<guid isPermaLink="false">http://mochiland.com/articles/the-art-of-losing#comment-313</guid>
		<description>Good article. In many games, things like score and lives seem pointless to me. The key seems to be to get the user to keep playing because the game is rewarding to play even when they lose.</description>
		<content:encoded><![CDATA[<p>Good article. In many games, things like score and lives seem pointless to me. The key seems to be to get the user to keep playing because the game is rewarding to play even when they lose.</p>
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		<title>By: Danny</title>
		<link>http://mochiland.com/articles/the-art-of-losing#comment-299</link>
		<dc:creator>Danny</dc:creator>
		<pubDate>Sat, 27 Oct 2007 13:31:42 +0000</pubDate>
		<guid isPermaLink="false">http://mochiland.com/articles/the-art-of-losing#comment-299</guid>
		<description>I assume they do that in order to get more revenue off the advertisements...</description>
		<content:encoded><![CDATA[<p>I assume they do that in order to get more revenue off the advertisements&#8230;</p>
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		<title>By: matt</title>
		<link>http://mochiland.com/articles/the-art-of-losing#comment-297</link>
		<dc:creator>matt</dc:creator>
		<pubDate>Sat, 27 Oct 2007 12:55:53 +0000</pubDate>
		<guid isPermaLink="false">http://mochiland.com/articles/the-art-of-losing#comment-297</guid>
		<description>You forgot the most anoying thing about tg motorcross, when you press play again it refreshes the page and you have to wait for the loading to go away and intro to finish and then click play before you actually start over!</description>
		<content:encoded><![CDATA[<p>You forgot the most anoying thing about tg motorcross, when you press play again it refreshes the page and you have to wait for the loading to go away and intro to finish and then click play before you actually start over!</p>
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		<title>By: Ryan Nichols</title>
		<link>http://mochiland.com/articles/the-art-of-losing#comment-289</link>
		<dc:creator>Ryan Nichols</dc:creator>
		<pubDate>Wed, 24 Oct 2007 15:51:06 +0000</pubDate>
		<guid isPermaLink="false">http://mochiland.com/articles/the-art-of-losing#comment-289</guid>
		<description>I just recently finished playing EA's SKATE. Games like that really capture some of what your saying danny. It's a free and open world, where you CAN just play and skate if that's all you want to do. If you 'die' there's a brief animation and you just restart right where you were. It's similar to the trick used in racing games. If you crash you just reset back on the track and keep going...you can do that all you want. 

I really like that style, it makes it easy to just experiment and explore because the cost of 'dying' is so low. The Bioshock mechanic sounds like it is as close as you could reasonably get to this style in an FPS.</description>
		<content:encoded><![CDATA[<p>I just recently finished playing EA&#8217;s SKATE. Games like that really capture some of what your saying danny. It&#8217;s a free and open world, where you CAN just play and skate if that&#8217;s all you want to do. If you &#8216;die&#8217; there&#8217;s a brief animation and you just restart right where you were. It&#8217;s similar to the trick used in racing games. If you crash you just reset back on the track and keep going&#8230;you can do that all you want. </p>
<p>I really like that style, it makes it easy to just experiment and explore because the cost of &#8216;dying&#8217; is so low. The Bioshock mechanic sounds like it is as close as you could reasonably get to this style in an FPS.</p>
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		<title>By: Sam Davies</title>
		<link>http://mochiland.com/articles/the-art-of-losing#comment-270</link>
		<dc:creator>Sam Davies</dc:creator>
		<pubDate>Sat, 20 Oct 2007 08:59:10 +0000</pubDate>
		<guid isPermaLink="false">http://mochiland.com/articles/the-art-of-losing#comment-270</guid>
		<description>Hi again,
I've done a bit of research on live systems,checkpoints,worlds etc. I found one that works quite well. As you may know Bioshock for xbox 360 &#38; PC has chambers set around the levels, if you die you go to the closest ones. This may seem like a glorified checkpoint system but here is where it gets interesting. The level itself is not reset in anyway leaving the player to have another chance without losing his/her progress. Thoughts on how this could be used in flash games?</description>
		<content:encoded><![CDATA[<p>Hi again,<br />
I&#8217;ve done a bit of research on live systems,checkpoints,worlds etc. I found one that works quite well. As you may know Bioshock for xbox 360 &amp; PC has chambers set around the levels, if you die you go to the closest ones. This may seem like a glorified checkpoint system but here is where it gets interesting. The level itself is not reset in anyway leaving the player to have another chance without losing his/her progress. Thoughts on how this could be used in flash games?</p>
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		<title>By: K2xL</title>
		<link>http://mochiland.com/articles/the-art-of-losing#comment-265</link>
		<dc:creator>K2xL</dc:creator>
		<pubDate>Fri, 19 Oct 2007 16:52:22 +0000</pubDate>
		<guid isPermaLink="false">http://mochiland.com/articles/the-art-of-losing#comment-265</guid>
		<description>Sam,
I like the idea of checkpoints as a compromise, but just keep in mind that players hate repeating things. Maybe try thinking of alternative, creative ways to punish the player rather than having them simply replay something they have already completed.</description>
		<content:encoded><![CDATA[<p>Sam,<br />
I like the idea of checkpoints as a compromise, but just keep in mind that players hate repeating things. Maybe try thinking of alternative, creative ways to punish the player rather than having them simply replay something they have already completed.</p>
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		<title>By: Sam Davies</title>
		<link>http://mochiland.com/articles/the-art-of-losing#comment-263</link>
		<dc:creator>Sam Davies</dc:creator>
		<pubDate>Fri, 19 Oct 2007 13:39:10 +0000</pubDate>
		<guid isPermaLink="false">http://mochiland.com/articles/the-art-of-losing#comment-263</guid>
		<description>Sorry I forgot to mention that, There would be ckeckpoints throughout the level to keep your progress. So if you lose you lose your progress. This could also work with concepts such as "worlds" where you would have 5 lives to complete "world 1" and all the stages in it. Lose and you have to start world 1 again.</description>
		<content:encoded><![CDATA[<p>Sorry I forgot to mention that, There would be ckeckpoints throughout the level to keep your progress. So if you lose you lose your progress. This could also work with concepts such as &#8220;worlds&#8221; where you would have 5 lives to complete &#8220;world 1&#8243; and all the stages in it. Lose and you have to start world 1 again.</p>
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		<title>By: k2xl</title>
		<link>http://mochiland.com/articles/the-art-of-losing#comment-262</link>
		<dc:creator>k2xl</dc:creator>
		<pubDate>Fri, 19 Oct 2007 13:22:22 +0000</pubDate>
		<guid isPermaLink="false">http://mochiland.com/articles/the-art-of-losing#comment-262</guid>
		<description>Sam:
Interesting question. What would be the difference in lost 1 time then to lost 5 times? You have to start the level over either way? Or do you mean checkpoints?

-Danny</description>
		<content:encoded><![CDATA[<p>Sam:<br />
Interesting question. What would be the difference in lost 1 time then to lost 5 times? You have to start the level over either way? Or do you mean checkpoints?</p>
<p>-Danny</p>
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		<title>By: Sam Davies</title>
		<link>http://mochiland.com/articles/the-art-of-losing#comment-261</link>
		<dc:creator>Sam Davies</dc:creator>
		<pubDate>Fri, 19 Oct 2007 13:17:11 +0000</pubDate>
		<guid isPermaLink="false">http://mochiland.com/articles/the-art-of-losing#comment-261</guid>
		<description>I see your point on making a game too hard. What about lives per level? So you have 5 chances to complete that level and if you lose them all you start the level, and not the entire game again?</description>
		<content:encoded><![CDATA[<p>I see your point on making a game too hard. What about lives per level? So you have 5 chances to complete that level and if you lose them all you start the level, and not the entire game again?</p>
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