<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Selling an Experience</title>
	<atom:link href="http://www.game-ism.com/2008/09/22/selling-an-experience/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.game-ism.com/2008/09/22/selling-an-experience/</link>
	<description>game critique. game design. game development. game culture.</description>
	<lastBuildDate>Tue, 03 Jan 2012 00:51:22 -0700</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.4</generator>
	<item>
		<title>By: Czytelnia &#124; Polygamia</title>
		<link>http://www.game-ism.com/2008/09/22/selling-an-experience/comment-page-1/#comment-9425</link>
		<dc:creator>Czytelnia &#124; Polygamia</dc:creator>
		<pubDate>Thu, 22 Dec 2011 15:20:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=277#comment-9425</guid>
		<description>[...] Selling an Experience - Interesujący tekst napisany przez człowieka z branży, który wskazuje na ogromną schematyczność i pewne nieprzystosowanie deweloperów do sytuacji obecnej. Nie dotyczy to oczywiście wszystkich, ale znaczna część nie może się odnaleźć i nie potrafi wyjść poza sztywne ramy wzoru &#8220;nazwa gatunku + trochę&#8230; &#8220;. Widać to szczególnie teraz, w okresie przedświątecznym, gdy podobnych, zrobionych na jedno kopyto gier wydaje się masę. I trudno nie poprzeć autora - odnoszę wrażenie, że poczułem to samo co on w podobnym momencie. [...]</description>
		<content:encoded><![CDATA[<p>[...] Selling an Experience &#8211; Interesujący tekst napisany przez człowieka z branży, który wskazuje na ogromną schematyczność i pewne nieprzystosowanie deweloperów do sytuacji obecnej. Nie dotyczy to oczywiście wszystkich, ale znaczna część nie może się odnaleźć i nie potrafi wyjść poza sztywne ramy wzoru &#8220;nazwa gatunku + trochę&#8230; &#8220;. Widać to szczególnie teraz, w okresie przedświątecznym, gdy podobnych, zrobionych na jedno kopyto gier wydaje się masę. I trudno nie poprzeć autora &#8211; odnoszę wrażenie, że poczułem to samo co on w podobnym momencie. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: XAM &#187; Blog Archive &#187; Czytelnia</title>
		<link>http://www.game-ism.com/2008/09/22/selling-an-experience/comment-page-1/#comment-8331</link>
		<dc:creator>XAM &#187; Blog Archive &#187; Czytelnia</dc:creator>
		<pubDate>Sat, 01 Nov 2008 07:33:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=277#comment-8331</guid>
		<description>[...] Selling an Experience - Interesujący tekst napisany przez człowieka z branży, który wskazuje na ogromną schematyczność i pewne nieprzystosowanie deweloperów do sytuacji obecnej. Nie dotyczy to oczywiście wszystkich, ale znaczna część nie może się odnaleźć i nie potrafi wyjść poza sztywne ramy wzoru &#8220;nazwa gatunku + trochę&#8230; &#8220;. Widać to szczególnie teraz, w okresie przedświątecznym, gdy podobnych, zrobionych na jedno kopyto gier wydaje się masę. I trudno nie poprzeć autora - odnoszę wrażenie, że poczułem to samo co on w podobnym momencie. Copyright &#169; 2008 Polygamia. Ten wpis pochodzi ze strony http://polygamia.pl. Jeżeli nie czytasz go w swoim agregacie RSS, oznacza to, że ktoś kradnie nasze materiały. Prosimy o kontakt na adres kontakt@polygamia.pl, jeżeli zauważysz taką sytuację. Z góry dziękujemy.Plugin by Taragana [...]</description>
		<content:encoded><![CDATA[<p>[...] Selling an Experience &#8211; Interesujący tekst napisany przez człowieka z branży, który wskazuje na ogromną schematyczność i pewne nieprzystosowanie deweloperów do sytuacji obecnej. Nie dotyczy to oczywiście wszystkich, ale znaczna część nie może się odnaleźć i nie potrafi wyjść poza sztywne ramy wzoru &ldquo;nazwa gatunku + trochę&hellip; &ldquo;. Widać to szczególnie teraz, w okresie przedświątecznym, gdy podobnych, zrobionych na jedno kopyto gier wydaje się masę. I trudno nie poprzeć autora &#8211; odnoszę wrażenie, że poczułem to samo co on w podobnym momencie. Copyright &copy; 2008 Polygamia. Ten wpis pochodzi ze strony <a href="http://polygamia.pl" rel="nofollow">http://polygamia.pl</a>. Jeżeli nie czytasz go w swoim agregacie RSS, oznacza to, że ktoś kradnie nasze materiały. Prosimy o kontakt na adres <a href="mailto:kontakt@polygamia.pl">kontakt@polygamia.pl</a>, jeżeli zauważysz taką sytuację. Z góry dziękujemy.Plugin by Taragana [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sande Chen</title>
		<link>http://www.game-ism.com/2008/09/22/selling-an-experience/comment-page-1/#comment-8259</link>
		<dc:creator>Sande Chen</dc:creator>
		<pubDate>Sun, 28 Sep 2008 14:44:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=277#comment-8259</guid>
		<description>A lot of folks are talking about &#039;experience design&#039; and I elaborate a bit more about it in my Gamasutra article, http://www.gamasutra.com/view/feature/3736/towards_more_meaningful_games_a_.php</description>
		<content:encoded><![CDATA[<p>A lot of folks are talking about &#8216;experience design&#8217; and I elaborate a bit more about it in my Gamasutra article, <a href="http://www.gamasutra.com/view/feature/3736/towards_more_meaningful_games_a_.php" rel="nofollow">http://www.gamasutra.com/view/feature/3736/towards_more_meaningful_games_a_.php</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mrop</title>
		<link>http://www.game-ism.com/2008/09/22/selling-an-experience/comment-page-1/#comment-8258</link>
		<dc:creator>Mrop</dc:creator>
		<pubDate>Fri, 26 Sep 2008 14:08:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=277#comment-8258</guid>
		<description>I do not know what you mean by &quot;current-&quot;, &quot;last-&quot; and &quot;next&quot;-generation design. To me it is just the game developers wanting to minimise risk by going for a derivative product, while adding something extra as a selling point. Proven developers can take more risks, and hopefully they will design without thinking about what genre to fit into. After all, &quot;First Person&quot; is just a camera position, and &quot;Shooter&quot; is just launching some form of projectile.</description>
		<content:encoded><![CDATA[<p>I do not know what you mean by &#8220;current-&#8221;, &#8220;last-&#8221; and &#8220;next&#8221;-generation design. To me it is just the game developers wanting to minimise risk by going for a derivative product, while adding something extra as a selling point. Proven developers can take more risks, and hopefully they will design without thinking about what genre to fit into. After all, &#8220;First Person&#8221; is just a camera position, and &#8220;Shooter&#8221; is just launching some form of projectile.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Digital Sextant :: Gaming Experiences</title>
		<link>http://www.game-ism.com/2008/09/22/selling-an-experience/comment-page-1/#comment-8255</link>
		<dc:creator>Digital Sextant :: Gaming Experiences</dc:creator>
		<pubDate>Thu, 25 Sep 2008 18:28:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=277#comment-8255</guid>
		<description>[...] Let’s no longer think in terms of selling them a game. Let’s instead think of selling them an experience. (link) [...]</description>
		<content:encoded><![CDATA[<p>[...] Let’s no longer think in terms of selling them a game. Let’s instead think of selling them an experience. (link) [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Infovore &#187; links for September 23rd</title>
		<link>http://www.game-ism.com/2008/09/22/selling-an-experience/comment-page-1/#comment-8252</link>
		<dc:creator>Infovore &#187; links for September 23rd</dc:creator>
		<pubDate>Wed, 24 Sep 2008 00:01:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=277#comment-8252</guid>
		<description>[...] Selling an Experience &quot;Let&#8217;s no longer think in terms of selling them a game. Let&#8217;s instead think of selling them an experience.&quot; A nice article on the changing shape of game design, particularly when it comes to narrative and participatory hooks. (tags: design experience games narrative participation genre ) [...]</description>
		<content:encoded><![CDATA[<p>[...] Selling an Experience &quot;Let&rsquo;s no longer think in terms of selling them a game. Let&rsquo;s instead think of selling them an experience.&quot; A nice article on the changing shape of game design, particularly when it comes to narrative and participatory hooks. (tags: design experience games narrative participation genre ) [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jonty</title>
		<link>http://www.game-ism.com/2008/09/22/selling-an-experience/comment-page-1/#comment-8251</link>
		<dc:creator>Jonty</dc:creator>
		<pubDate>Tue, 23 Sep 2008 21:12:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=277#comment-8251</guid>
		<description>If you&#039;d have been a bit snappier with this then you could have had yourself a New Games Designism on your hands. Your point is much the same, I think - there are well-established, hackneyed methods that experienced audiences have grown bored of, and they crave the stuff that inspires an emotional reaction.

I&#039;d also suggest it&#039;s also slightly off the mark for the same reason - people are still buying achingly derivative games and reading witless copy. I&#039;m one of many who&#039;d love for developers to stop churning out cookie-cutter dreck that does nothing to advance the form, but we&#039;re outnumbered by the hordes who would buy Medal of Honor tomorrow no matter what.</description>
		<content:encoded><![CDATA[<p>If you&#8217;d have been a bit snappier with this then you could have had yourself a New Games Designism on your hands. Your point is much the same, I think &#8211; there are well-established, hackneyed methods that experienced audiences have grown bored of, and they crave the stuff that inspires an emotional reaction.</p>
<p>I&#8217;d also suggest it&#8217;s also slightly off the mark for the same reason &#8211; people are still buying achingly derivative games and reading witless copy. I&#8217;m one of many who&#8217;d love for developers to stop churning out cookie-cutter dreck that does nothing to advance the form, but we&#8217;re outnumbered by the hordes who would buy Medal of Honor tomorrow no matter what.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Amauriel</title>
		<link>http://www.game-ism.com/2008/09/22/selling-an-experience/comment-page-1/#comment-8250</link>
		<dc:creator>Amauriel</dc:creator>
		<pubDate>Tue, 23 Sep 2008 16:31:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=277#comment-8250</guid>
		<description>Although I generally am not the kind of gamer that enjoys FPS games, I felt the need to comment.

I hate Halo.  There, I&#039;ve said it.  I have told the guys that I work with for years that Halo is a mediocre shooter at best, and if they want us to play an FPS we might as well play Quake or Unreal, as they have made few improvements on the feeling of the game for me since then.  I think that you hit the nail on the head for me when you said it was about the experience.  I don&#039;t think Halo created an experience for me that was any different than shooters I had previously played, and because I am not a huge fan of the genre it was cast to the side for me.

I did love Bioshock.  I was drawn in, and forgot for a bit that I was playing a shooter.  I loved Portal as well, and have enjoyed the Half-Life games.  Honestly, if it wasn&#039;t for Valve I would have played a lot less FPS games.

The comments above work for much more than FPSes though.  I was immediately reminded of World of Warcraft when reading the original post.  Why has that game succeeded so monumentally farther than other MMORPGs?  I originally thought it was the name, as I am an RTS fan and thought everyone else knew Blizzard as quality products as well.  That is most definitely not the case.  So many people that I know that are WoW heads become so without ever experiencing Warcraft III or StarCraft.  Is WoW creating an experience that previous MMOs have not?</description>
		<content:encoded><![CDATA[<p>Although I generally am not the kind of gamer that enjoys FPS games, I felt the need to comment.</p>
<p>I hate Halo.  There, I&#8217;ve said it.  I have told the guys that I work with for years that Halo is a mediocre shooter at best, and if they want us to play an FPS we might as well play Quake or Unreal, as they have made few improvements on the feeling of the game for me since then.  I think that you hit the nail on the head for me when you said it was about the experience.  I don&#8217;t think Halo created an experience for me that was any different than shooters I had previously played, and because I am not a huge fan of the genre it was cast to the side for me.</p>
<p>I did love Bioshock.  I was drawn in, and forgot for a bit that I was playing a shooter.  I loved Portal as well, and have enjoyed the Half-Life games.  Honestly, if it wasn&#8217;t for Valve I would have played a lot less FPS games.</p>
<p>The comments above work for much more than FPSes though.  I was immediately reminded of World of Warcraft when reading the original post.  Why has that game succeeded so monumentally farther than other MMORPGs?  I originally thought it was the name, as I am an RTS fan and thought everyone else knew Blizzard as quality products as well.  That is most definitely not the case.  So many people that I know that are WoW heads become so without ever experiencing Warcraft III or StarCraft.  Is WoW creating an experience that previous MMOs have not?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sean Beanland</title>
		<link>http://www.game-ism.com/2008/09/22/selling-an-experience/comment-page-1/#comment-8249</link>
		<dc:creator>Sean Beanland</dc:creator>
		<pubDate>Tue, 23 Sep 2008 14:25:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=277#comment-8249</guid>
		<description>Man, at the time it came out, I thought FEAR was the best shooter I had played since Half-Life 2. I thought they really got the experience down of a gloriously bloody cinematic action game. Throwing a grenade into a room of cubicles, going into slow-mo, seeing the shockwave of the explosion blow cloned soldiers apart,  turning the survivors into puffy red clouds with my laser gun, then stopping to survey the dust, papers, and other bits of carnage fall slowly to the floor never got old.

However, I think you&#039;ve nailed for me why I&#039;m not one of those people who pick up every shooter that comes out like some people I know. I won Battlefield: Bad Company in a raffle and played through the single player campaign. The writing was funny, but actually playing it was a chore. There was nothing interesting about the shooting or the enemies I killed. I never would have bought the game myself. I&#039;ll never touch Frontlines, Soldier of Fortune, or any of the other second tier shooters for this very same reason. Honestly, even Halo feels boring for this reason. At least the environments are varied and interesting, but as good and balanced as the gameplay supposedly is, it&#039;s never really captured my loyalty like it has everyone else.</description>
		<content:encoded><![CDATA[<p>Man, at the time it came out, I thought FEAR was the best shooter I had played since Half-Life 2. I thought they really got the experience down of a gloriously bloody cinematic action game. Throwing a grenade into a room of cubicles, going into slow-mo, seeing the shockwave of the explosion blow cloned soldiers apart,  turning the survivors into puffy red clouds with my laser gun, then stopping to survey the dust, papers, and other bits of carnage fall slowly to the floor never got old.</p>
<p>However, I think you&#8217;ve nailed for me why I&#8217;m not one of those people who pick up every shooter that comes out like some people I know. I won Battlefield: Bad Company in a raffle and played through the single player campaign. The writing was funny, but actually playing it was a chore. There was nothing interesting about the shooting or the enemies I killed. I never would have bought the game myself. I&#8217;ll never touch Frontlines, Soldier of Fortune, or any of the other second tier shooters for this very same reason. Honestly, even Halo feels boring for this reason. At least the environments are varied and interesting, but as good and balanced as the gameplay supposedly is, it&#8217;s never really captured my loyalty like it has everyone else.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Gerard</title>
		<link>http://www.game-ism.com/2008/09/22/selling-an-experience/comment-page-1/#comment-8247</link>
		<dc:creator>Gerard</dc:creator>
		<pubDate>Tue, 23 Sep 2008 08:22:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=277#comment-8247</guid>
		<description>I will trawl out a game that fits this mould surely as any other example: Shadow of the Colossus (and I am glad it continues to pop up in various blogs surrounding game design). It sold me on the experience of facing each Colossus. The anticipation of the search and the excitement of the battle all worked perfectly. I had friends of mine that blew it off as a Zelda clone and whilst its core gameplay elements were nothing original it did sell me on its experience.

I have just started enjoying Multiwinia. It is an interesting example of where simplicity and focused design go alot further than making my hardware cry and I am having a blast

I think we are on the verge of a leap into a new style of game design where the experience is key. The shooting games from a first person perspective that will stand out in peoples minds will be the ones that have all the elements done well but have a vision and a way of connecting with the player on something more than a basic narrative based protagonist level.</description>
		<content:encoded><![CDATA[<p>I will trawl out a game that fits this mould surely as any other example: Shadow of the Colossus (and I am glad it continues to pop up in various blogs surrounding game design). It sold me on the experience of facing each Colossus. The anticipation of the search and the excitement of the battle all worked perfectly. I had friends of mine that blew it off as a Zelda clone and whilst its core gameplay elements were nothing original it did sell me on its experience.</p>
<p>I have just started enjoying Multiwinia. It is an interesting example of where simplicity and focused design go alot further than making my hardware cry and I am having a blast</p>
<p>I think we are on the verge of a leap into a new style of game design where the experience is key. The shooting games from a first person perspective that will stand out in peoples minds will be the ones that have all the elements done well but have a vision and a way of connecting with the player on something more than a basic narrative based protagonist level.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

