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	<title>Comments on: Karoshi 2.0</title>
	<atom:link href="http://ludusnovus.net/2008/04/13/karoshi-20/feed/" rel="self" type="application/rss+xml" />
	<link>http://ludusnovus.net/2008/04/13/karoshi-20/</link>
	<description>The Art of Interaction</description>
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		<title>By: Ludus Novus :: Achievement Unlocked</title>
		<link>http://ludusnovus.net/2008/04/13/karoshi-20/comment-page-1/#comment-33295</link>
		<dc:creator>Ludus Novus :: Achievement Unlocked</dc:creator>
		<pubDate>Mon, 22 Dec 2008 12:05:35 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=19#comment-33295</guid>
		<description>[...] medium. Metal Gear Solid shows psychic powers by reading your memory card, and Karoshi 2.0 joyfully breaks the rules of gaming. And now we have a game that pokes fun at the phenomenon of achievements: &#8220;Achievement [...]</description>
		<content:encoded><![CDATA[<p>[...] medium. Metal Gear Solid shows psychic powers by reading your memory card, and Karoshi 2.0 joyfully breaks the rules of gaming. And now we have a game that pokes fun at the phenomenon of achievements: &#8220;Achievement [...]</p>
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		<title>By: Ludus Novus :: Execution: Changing Games Forever</title>
		<link>http://ludusnovus.net/2008/04/13/karoshi-20/comment-page-1/#comment-21183</link>
		<dc:creator>Ludus Novus :: Execution: Changing Games Forever</dc:creator>
		<pubDate>Thu, 05 Jun 2008 21:43:59 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=19#comment-21183</guid>
		<description>[...] few weeks ago, Jesse Venbrux, creator of the previously-discussed Karoshi games, released a short interactive piece called &#8220;Execution.&#8221; Not really a [...]</description>
		<content:encoded><![CDATA[<p>[...] few weeks ago, Jesse Venbrux, creator of the previously-discussed Karoshi games, released a short interactive piece called &#8220;Execution.&#8221; Not really a [...]</p>
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		<title>By: Jesse</title>
		<link>http://ludusnovus.net/2008/04/13/karoshi-20/comment-page-1/#comment-19657</link>
		<dc:creator>Jesse</dc:creator>
		<pubDate>Thu, 24 Apr 2008 14:18:15 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=19#comment-19657</guid>
		<description>Thanks for clearing that up, I agree that a certain type of player will dislike these tricks, though I have not heard many people complain about that (probably also because they are not the kind of people visiting indie game websites, etc).

Keep up the good work!</description>
		<content:encoded><![CDATA[<p>Thanks for clearing that up, I agree that a certain type of player will dislike these tricks, though I have not heard many people complain about that (probably also because they are not the kind of people visiting indie game websites, etc).</p>
<p>Keep up the good work!</p>
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		<title>By: ludusnovus</title>
		<link>http://ludusnovus.net/2008/04/13/karoshi-20/comment-page-1/#comment-19615</link>
		<dc:creator>ludusnovus</dc:creator>
		<pubDate>Wed, 23 Apr 2008 15:27:25 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=19#comment-19615</guid>
		<description>Oh, I enjoyed the game and its trust-breaking. I called it &quot;weaker&quot; in the post because of the tricks it pulls, but I think my choice of words was wrong.  It&#039;s not a &lt;em&gt;weaker&lt;/em&gt; game; it&#039;s a &lt;em&gt;less accessible&lt;/em&gt; game.  By screwing with the player&#039;s head, the game necessarily alienates players who don&#039;t like that kind of battling-the-developer gameplay.

Also, the fact that the game does it again and again makes it better.  As long as players tolerate the first couple of tricks the game pulls, they&#039;ll expect them from then on.  But I think that you&#039;ll probably lose some people who hit the first few tricks and say &quot;Well, that was dumb! How does that make sense?&quot;  That&#039;s fine, I think, as I don&#039;t think they&#039;re the target audience you&#039;re aiming for.

Like you say, I think you do a good job of encouraging the character to continue.  I had fun, even if I did curse you a few times for the tricks you pulled.  That saved-game erasure trick was just &lt;em&gt;cruel&lt;/em&gt;.</description>
		<content:encoded><![CDATA[<p>Oh, I enjoyed the game and its trust-breaking. I called it &#8220;weaker&#8221; in the post because of the tricks it pulls, but I think my choice of words was wrong.  It&#8217;s not a <em>weaker</em> game; it&#8217;s a <em>less accessible</em> game.  By screwing with the player&#8217;s head, the game necessarily alienates players who don&#8217;t like that kind of battling-the-developer gameplay.</p>
<p>Also, the fact that the game does it again and again makes it better.  As long as players tolerate the first couple of tricks the game pulls, they&#8217;ll expect them from then on.  But I think that you&#8217;ll probably lose some people who hit the first few tricks and say &#8220;Well, that was dumb! How does that make sense?&#8221;  That&#8217;s fine, I think, as I don&#8217;t think they&#8217;re the target audience you&#8217;re aiming for.</p>
<p>Like you say, I think you do a good job of encouraging the character to continue.  I had fun, even if I did curse you a few times for the tricks you pulled.  That saved-game erasure trick was just <em>cruel</em>.</p>
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		<title>By: Jesse</title>
		<link>http://ludusnovus.net/2008/04/13/karoshi-20/comment-page-1/#comment-19613</link>
		<dc:creator>Jesse</dc:creator>
		<pubDate>Wed, 23 Apr 2008 12:16:09 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=19#comment-19613</guid>
		<description>Really interesting piece you have here. It is true that I sort of &quot;break the trust&quot; but I try to do this at moments where I expect the player to be far enough in the game that s/he still wants to continue.

You look at games different than the average player, and I wonder whether that changed your view on it? I haven&#039;t heard anyone complain yet about the concerns you have... 
The general consensus amongst players is that this one is much better than the first.

&quot;Punishment&quot; by Messhof is an example that does a little bit of the same: It punishes you, but the game is so good you still want to continue.

Thanks for the article though, I have not quite looked at it that way yet. I knew what I did was risky, but sometimes you must do risky things. ;)</description>
		<content:encoded><![CDATA[<p>Really interesting piece you have here. It is true that I sort of &#8220;break the trust&#8221; but I try to do this at moments where I expect the player to be far enough in the game that s/he still wants to continue.</p>
<p>You look at games different than the average player, and I wonder whether that changed your view on it? I haven&#8217;t heard anyone complain yet about the concerns you have&#8230;<br />
The general consensus amongst players is that this one is much better than the first.</p>
<p>&#8220;Punishment&#8221; by Messhof is an example that does a little bit of the same: It punishes you, but the game is so good you still want to continue.</p>
<p>Thanks for the article though, I have not quite looked at it that way yet. I knew what I did was risky, but sometimes you must do risky things. ;)</p>
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		<title>By: Lissa</title>
		<link>http://ludusnovus.net/2008/04/13/karoshi-20/comment-page-1/#comment-19280</link>
		<dc:creator>Lissa</dc:creator>
		<pubDate>Mon, 14 Apr 2008 17:45:54 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=19#comment-19280</guid>
		<description>Hmm.  Definitely sounds like a game that&#039;s not my sort.  Perhaps you could do an episode on player/developer trust.  I&#039;d be interested in an analysis of (of course) the types of games I enjoy playing, versus those I don&#039;t when it comes to trust.  I suspect I very quickly stop playing games when they break my trust.  See: Doom 2&#039;s final level. (*mutter about a little hidden head*)

Heck, if you can refine to a fairly discrete idea, it would make a great category in GameOn.  It&#039;s an important idea.</description>
		<content:encoded><![CDATA[<p>Hmm.  Definitely sounds like a game that&#8217;s not my sort.  Perhaps you could do an episode on player/developer trust.  I&#8217;d be interested in an analysis of (of course) the types of games I enjoy playing, versus those I don&#8217;t when it comes to trust.  I suspect I very quickly stop playing games when they break my trust.  See: Doom 2&#8242;s final level. (*mutter about a little hidden head*)</p>
<p>Heck, if you can refine to a fairly discrete idea, it would make a great category in GameOn.  It&#8217;s an important idea.</p>
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