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	<title>Comments on: The Long, Dark Teatime of Game Design</title>
	<link>http://kallistipress.com/blog/2008-04-08/the-long-dark-teatime-of-game-design/</link>
	<description>Josh Roby's design blog</description>
	<pubDate>Sun, 20 Jul 2008 22:24:23 +0000</pubDate>
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		<title>By: Josh Roby</title>
		<link>http://kallistipress.com/blog/2008-04-08/the-long-dark-teatime-of-game-design/#comment-20939</link>
		<author>Josh Roby</author>
		<pubDate>Tue, 08 Apr 2008 16:07:53 +0000</pubDate>
		<guid>http://kallistipress.com/blog/2008-04-08/the-long-dark-teatime-of-game-design/#comment-20939</guid>
		<description>And yeah, I get that.  It's just the... frustration crossed with futility that sets in when the game isn't shaking itself out as quickly as you'd like it to.  I mean, it's not like I'm abandoning the project or anything!  There's good in there, I just need to turn it this way and that to remember what shape the good is supposed to be in...</description>
		<content:encoded><![CDATA[<p>And yeah, I get that.  It&#8217;s just the&#8230; frustration crossed with futility that sets in when the game isn&#8217;t shaking itself out as quickly as you&#8217;d like it to.  I mean, it&#8217;s not like I&#8217;m abandoning the project or anything!  There&#8217;s good in there, I just need to turn it this way and that to remember what shape the good is supposed to be in&#8230;</p>
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		<title>By: Seth A. Roby</title>
		<link>http://kallistipress.com/blog/2008-04-08/the-long-dark-teatime-of-game-design/#comment-20938</link>
		<author>Seth A. Roby</author>
		<pubDate>Tue, 08 Apr 2008 15:50:32 +0000</pubDate>
		<guid>http://kallistipress.com/blog/2008-04-08/the-long-dark-teatime-of-game-design/#comment-20938</guid>
		<description>When I left last night I felt remiss in failing to emphasize that the game is still very fun, and interesting, and keeps me involved, even despite the long scenes. I still think the scenes should be shorter, and I think we came up with some good ideas that might work toward that goal, but I would definitely say that last night was the most successful session we've had in terms of play, narrative, and interest even without those fixes.</description>
		<content:encoded><![CDATA[<p>When I left last night I felt remiss in failing to emphasize that the game is still very fun, and interesting, and keeps me involved, even despite the long scenes. I still think the scenes should be shorter, and I think we came up with some good ideas that might work toward that goal, but I would definitely say that last night was the most successful session we&#8217;ve had in terms of play, narrative, and interest even without those fixes.</p>
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