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	<title>Comments on: Ludus Novus 004: Hurt Me Plenty</title>
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	<link>http://ludusnovus.net/2006/08/29/ludus-novus-004-hurt-me-plenty/</link>
	<description>The Art of Interaction</description>
	<pubDate>Wed, 07 Jan 2009 12:15:18 +0000</pubDate>
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		<title>By: ludusnovus</title>
		<link>http://ludusnovus.net/2006/08/29/ludus-novus-004-hurt-me-plenty/#comment-15</link>
		<dc:creator>ludusnovus</dc:creator>
		<pubDate>Sun, 03 Sep 2006 17:31:40 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/2006/08/29/ludus-novus-004-hurt-me-plenty/#comment-15</guid>
		<description>Oh, yeah.  I'm a firm believer that if 100% completion or something like that is part of a game, the developers should include a way to check what you've done.  It doesn't need to give anything away;  you can just say which Secret Packages have been collected by number, or have ??? marks for uncollected items... as long as the user can tell what she's done and what she hasn't.</description>
		<content:encoded><![CDATA[<p>Oh, yeah.  I&#8217;m a firm believer that if 100% completion or something like that is part of a game, the developers should include a way to check what you&#8217;ve done.  It doesn&#8217;t need to give anything away;  you can just say which Secret Packages have been collected by number, or have ??? marks for uncollected items&#8230; as long as the user can tell what she&#8217;s done and what she hasn&#8217;t.</p>
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		<title>By: Rachel</title>
		<link>http://ludusnovus.net/2006/08/29/ludus-novus-004-hurt-me-plenty/#comment-14</link>
		<dc:creator>Rachel</dc:creator>
		<pubDate>Sun, 03 Sep 2006 01:23:51 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/2006/08/29/ludus-novus-004-hurt-me-plenty/#comment-14</guid>
		<description>I've been playing GTA:San Andreas.  There are so many different "goals" that I sometimes lose track of what I'm supposed to be doing.  Getting 100% will be ...um... impossible! I have in the past used game guides to find out what I missed, or to get past a stuck point.  Sometimes I look up hints and FAQs for a game so I don't have to go through boring parts (like trying every single combo in the alchemy pot in DragonQuest 8).  Since I play games for fun, I decided a long time ago that it was up to me to decide what constituted "winning" and "cheating."</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been playing GTA:San Andreas.  There are so many different &#8220;goals&#8221; that I sometimes lose track of what I&#8217;m supposed to be doing.  Getting 100% will be &#8230;um&#8230; impossible! I have in the past used game guides to find out what I missed, or to get past a stuck point.  Sometimes I look up hints and FAQs for a game so I don&#8217;t have to go through boring parts (like trying every single combo in the alchemy pot in DragonQuest 8).  Since I play games for fun, I decided a long time ago that it was up to me to decide what constituted &#8220;winning&#8221; and &#8220;cheating.&#8221;</p>
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	<item>
		<title>By: ludusnovus</title>
		<link>http://ludusnovus.net/2006/08/29/ludus-novus-004-hurt-me-plenty/#comment-12</link>
		<dc:creator>ludusnovus</dc:creator>
		<pubDate>Wed, 30 Aug 2006 16:46:51 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/2006/08/29/ludus-novus-004-hurt-me-plenty/#comment-12</guid>
		<description>Yeah, respawn time is a deterrent to death, but at the cost of being really annoying.  Games are usually supposed to be fun, but when you have to resort to reading a book while waiting, the designer's done something wrong.  I haven't played &lt;i&gt;Prey&lt;/i&gt; yet, but I like the idea; you're taken out of the action, and have to work to get back in, but you're not bored or annoyed (hopefully... I haven't seen the implementation).</description>
		<content:encoded><![CDATA[<p>Yeah, respawn time is a deterrent to death, but at the cost of being really annoying.  Games are usually supposed to be fun, but when you have to resort to reading a book while waiting, the designer&#8217;s done something wrong.  I haven&#8217;t played <i>Prey</i> yet, but I like the idea; you&#8217;re taken out of the action, and have to work to get back in, but you&#8217;re not bored or annoyed (hopefully&#8230; I haven&#8217;t seen the implementation).</p>
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		<title>By: Phil D.</title>
		<link>http://ludusnovus.net/2006/08/29/ludus-novus-004-hurt-me-plenty/#comment-11</link>
		<dc:creator>Phil D.</dc:creator>
		<pubDate>Tue, 29 Aug 2006 13:06:07 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/2006/08/29/ludus-novus-004-hurt-me-plenty/#comment-11</guid>
		<description>With save/restore considered, there's still two painful aspects of dying in games in my opinion...  The first is just psychological and could be merely the result of someone growing up with games that end when you die.  I always wince when I die in a game, even when I know it's coming or when, for example, in a work of interactive-fiction, I'm doing it to explore a possible way of advancing the game even though it may or may not lead to death.  This is what I consider just a natural aversion to death.  The second is that on some games (I've got a specific in mind here--Descent 3) when you die it takes a horrifically long time to get back into the action.  You can see this in multiplayer games, too, in the spawn-time.  You've got better things to do than sit around and wait for the game to start again.  That's why I keep a book, magazine, or second PC handy!</description>
		<content:encoded><![CDATA[<p>With save/restore considered, there&#8217;s still two painful aspects of dying in games in my opinion&#8230;  The first is just psychological and could be merely the result of someone growing up with games that end when you die.  I always wince when I die in a game, even when I know it&#8217;s coming or when, for example, in a work of interactive-fiction, I&#8217;m doing it to explore a possible way of advancing the game even though it may or may not lead to death.  This is what I consider just a natural aversion to death.  The second is that on some games (I&#8217;ve got a specific in mind here&#8211;Descent 3) when you die it takes a horrifically long time to get back into the action.  You can see this in multiplayer games, too, in the spawn-time.  You&#8217;ve got better things to do than sit around and wait for the game to start again.  That&#8217;s why I keep a book, magazine, or second PC handy!</p>
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