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	<title>Comments for Balthazar Auger</title>
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	<link>http://www.bauger.net</link>
	<description>Work on Play, Play at Work</description>
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		<title>Comment on Wednesday: Indie Evolution by Florence</title>
		<link>http://www.bauger.net/2010/03/wednesday-indie-evolution/comment-page-1/#comment-356</link>
		<dc:creator>Florence</dc:creator>
		<pubDate>Thu, 11 Mar 2010 18:07:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.bauger.net/?p=356#comment-356</guid>
		<description>Thanks Balta for the little diary! ^_^</description>
		<content:encoded><![CDATA[<p>Thanks Balta for the little diary! ^_^</p>
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		<title>Comment on Ruby Tuesday by Ats</title>
		<link>http://www.bauger.net/2010/03/ruby-tuesday/comment-page-1/#comment-354</link>
		<dc:creator>Ats</dc:creator>
		<pubDate>Wed, 10 Mar 2010 09:31:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.bauger.net/?p=351#comment-354</guid>
		<description>Way to go dude! Nice debriefing.
Say hello to Beard Man for me!
Oh! And by the way, I&#039;m thinking of becoming a sailor... A pirate one.</description>
		<content:encoded><![CDATA[<p>Way to go dude! Nice debriefing.<br />
Say hello to Beard Man for me!<br />
Oh! And by the way, I&#8217;m thinking of becoming a sailor&#8230; A pirate one.</p>
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		<title>Comment on Game design and the Printable CEO by Dave Seah</title>
		<link>http://www.bauger.net/2009/06/game-design-and-the-printable-ceo/comment-page-1/#comment-345</link>
		<dc:creator>Dave Seah</dc:creator>
		<pubDate>Fri, 29 Jan 2010 15:56:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.bauger.net/?p=308#comment-345</guid>
		<description>This is a nice analysis of the design work in context with game mechanics. &quot;Stacking&quot; is one that&#039;s new to me. I might argue that instead of &quot;suspending disbelief&quot;, getting them all down instead gives you a &quot;foundation for belief&quot;, creating a concrete structure that you can then view in strategic contemplation. An analogy might be a single-screen platformer or physics-based puzzle game. In multi-screen worlds, where you can&#039;t see everything at once, the Emergent Task Planner is something like the &quot;fog of war&quot; you see in RTS; it allows you to see with clarity your particular bubble of time and allow you to get SOMETHING done, though you may not have the complete strategic picture you wish for.

Thanks again for this article...s&#039;great!</description>
		<content:encoded><![CDATA[<p>This is a nice analysis of the design work in context with game mechanics. &#8220;Stacking&#8221; is one that&#8217;s new to me. I might argue that instead of &#8220;suspending disbelief&#8221;, getting them all down instead gives you a &#8220;foundation for belief&#8221;, creating a concrete structure that you can then view in strategic contemplation. An analogy might be a single-screen platformer or physics-based puzzle game. In multi-screen worlds, where you can&#8217;t see everything at once, the Emergent Task Planner is something like the &#8220;fog of war&#8221; you see in RTS; it allows you to see with clarity your particular bubble of time and allow you to get SOMETHING done, though you may not have the complete strategic picture you wish for.</p>
<p>Thanks again for this article&#8230;s&#8217;great!</p>
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		<title>Comment on Atien.net by Ats</title>
		<link>http://www.bauger.net/2010/01/atien-net/comment-page-1/#comment-343</link>
		<dc:creator>Ats</dc:creator>
		<pubDate>Wed, 27 Jan 2010 23:01:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.bauger.net/?p=343#comment-343</guid>
		<description>ROFL COPTER: Tu auras un emplacement de choix sur ma page &quot;link&quot;!

Plus sérieusement, tu aurais du venir au concert :o</description>
		<content:encoded><![CDATA[<p>ROFL COPTER: Tu auras un emplacement de choix sur ma page &#8220;link&#8221;!</p>
<p>Plus sérieusement, tu aurais du venir au concert <img src='http://www.bauger.net/wp-includes/images/smilies/icon_surprised.gif' alt=':o' class='wp-smiley' /> </p>
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		<title>Comment on Burning the candle on n ends (with n &gt; 1) by Purple Viking</title>
		<link>http://www.bauger.net/2009/06/burning-the-candle-on-n-ends-with-n-1/comment-page-1/#comment-333</link>
		<dc:creator>Purple Viking</dc:creator>
		<pubDate>Wed, 28 Oct 2009 11:33:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.bauger.net/?p=292#comment-333</guid>
		<description>Game Design Ninja! That will be my &quot;professional objective&quot; for life, to have great inspiration and try and insert the crazy concepts and the gameplay that atracts me in my projects... I like your philosophy</description>
		<content:encoded><![CDATA[<p>Game Design Ninja! That will be my &#8220;professional objective&#8221; for life, to have great inspiration and try and insert the crazy concepts and the gameplay that atracts me in my projects&#8230; I like your philosophy</p>
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		<title>Comment on &#8220;Borrowing&#8221; vocabulary: Diegesis by Mauricio Pellegrinetti</title>
		<link>http://www.bauger.net/2009/02/borrowing-vocabulary-diegesis/comment-page-1/#comment-287</link>
		<dc:creator>Mauricio Pellegrinetti</dc:creator>
		<pubDate>Mon, 02 Mar 2009 18:29:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.bauger.net/?p=248#comment-287</guid>
		<description>Spider: Think about a gameplay where the interaction with the objects of the game world and the actions of the character have a coherent meaning with the story told by the game... almost any practical action could also have an dramatic function. This way we could tell better, deeper and complex stories without losing the fun of the gameplay.

Balthazar: Great post! not tedious at all!</description>
		<content:encoded><![CDATA[<p>Spider: Think about a gameplay where the interaction with the objects of the game world and the actions of the character have a coherent meaning with the story told by the game&#8230; almost any practical action could also have an dramatic function. This way we could tell better, deeper and complex stories without losing the fun of the gameplay.</p>
<p>Balthazar: Great post! not tedious at all!</p>
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		<title>Comment on &#8220;Borrowing&#8221; vocabulary: Diegesis by Spider monkey</title>
		<link>http://www.bauger.net/2009/02/borrowing-vocabulary-diegesis/comment-page-1/#comment-284</link>
		<dc:creator>Spider monkey</dc:creator>
		<pubDate>Mon, 09 Feb 2009 19:11:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.bauger.net/?p=248#comment-284</guid>
		<description>How can diegesis bring more meaningful play?</description>
		<content:encoded><![CDATA[<p>How can diegesis bring more meaningful play?</p>
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		<title>Comment on 1pxg: Black/White + extended input ~ physical proximity by Isil</title>
		<link>http://www.bauger.net/2008/12/1pxg-blackwhite-extended-input-physical-proximity/comment-page-1/#comment-270</link>
		<dc:creator>Isil</dc:creator>
		<pubDate>Fri, 05 Dec 2008 16:12:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.bauger.net/?p=242#comment-270</guid>
		<description>http://www.bauger.net/X9281 throwea 404</description>
		<content:encoded><![CDATA[<p><a href="http://www.bauger.net/X9281" rel="nofollow">http://www.bauger.net/X9281</a> throwea 404</p>
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		<title>Comment on 1pxg: Hold when black, release when white by 1pxg: Hold when black, release when white -with warning and random successor &#124; Balthazar Auger</title>
		<link>http://www.bauger.net/2008/10/1pxg-hold-when-black-release-when-white/comment-page-1/#comment-243</link>
		<dc:creator>1pxg: Hold when black, release when white -with warning and random successor &#124; Balthazar Auger</dc:creator>
		<pubDate>Mon, 06 Oct 2008 13:03:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.bauger.net/?p=178#comment-243</guid>
		<description>[...] prototype is somewhat flawed too, for the similar reason than &#8220;Hold when black, release when white&#8221; was flawed: when the system exits the generic warning state, there is no way of knowing if the next [...]</description>
		<content:encoded><![CDATA[<p>[...] prototype is somewhat flawed too, for the similar reason than &#8220;Hold when black, release when white&#8221; was flawed: when the system exits the generic warning state, there is no way of knowing if the next [...]</p>
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		<title>Comment on 1pxg: Hold when Black with Lose State by Spider Monkey</title>
		<link>http://www.bauger.net/2008/09/1pxg-hold-when-black-with-lose-state/comment-page-1/#comment-234</link>
		<dc:creator>Spider Monkey</dc:creator>
		<pubDate>Tue, 30 Sep 2008 15:45:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.bauger.net/?p=168#comment-234</guid>
		<description>Got it... happy happy joy joy
Is finding a way to win feels as good as winning by known rules?
yes...it does</description>
		<content:encoded><![CDATA[<p>Got it&#8230; happy happy joy joy<br />
Is finding a way to win feels as good as winning by known rules?<br />
yes&#8230;it does</p>
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