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	<title>Comments for PIXELTAO</title>
	<atom:link href="http://pixeltao.ca/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://pixeltao.ca</link>
	<description>is Jonathan Lavigne&#039;s Weblog</description>
	<lastBuildDate>Mon, 14 May 2012 18:34:19 +0000</lastBuildDate>
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		<title>Comment on Level Design In 11 Points by Ujn Hunter</title>
		<link>http://pixeltao.ca/2011/05/05/level-design-in-11-points/#comment-872</link>
		<dc:creator><![CDATA[Ujn Hunter]]></dc:creator>
		<pubDate>Mon, 14 May 2012 18:34:19 +0000</pubDate>
		<guid isPermaLink="false">http://pixeltao.ca/?p=505#comment-872</guid>
		<description><![CDATA[Nice writeup! All good points to consider when designing certain games.]]></description>
		<content:encoded><![CDATA[<p>Nice writeup! All good points to consider when designing certain games.</p>
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	<item>
		<title>Comment on Early Wizorb Design Sketches by Mathieu Beaulieu</title>
		<link>http://pixeltao.ca/2012/05/03/early-wizorb-design-sketches/#comment-871</link>
		<dc:creator><![CDATA[Mathieu Beaulieu]]></dc:creator>
		<pubDate>Wed, 09 May 2012 02:09:01 +0000</pubDate>
		<guid isPermaLink="false">http://pixeltao.ca/?p=675#comment-871</guid>
		<description><![CDATA[Super cool à voir!!!]]></description>
		<content:encoded><![CDATA[<p>Super cool à voir!!!</p>
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	</item>
	<item>
		<title>Comment on Friends &#8216;Til the End by Jonathan Lavigne</title>
		<link>http://pixeltao.ca/2012/04/02/friends-til-the-end/#comment-870</link>
		<dc:creator><![CDATA[Jonathan Lavigne]]></dc:creator>
		<pubDate>Tue, 08 May 2012 15:37:59 +0000</pubDate>
		<guid isPermaLink="false">http://pixeltao.ca/?p=664#comment-870</guid>
		<description><![CDATA[I might need more info on your configuration, but you might try to install XNA if you don&#039;t already have it installed.]]></description>
		<content:encoded><![CDATA[<p>I might need more info on your configuration, but you might try to install XNA if you don&#8217;t already have it installed.</p>
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	</item>
	<item>
		<title>Comment on Friends &#8216;Til the End by vetusan</title>
		<link>http://pixeltao.ca/2012/04/02/friends-til-the-end/#comment-869</link>
		<dc:creator><![CDATA[vetusan]]></dc:creator>
		<pubDate>Sun, 06 May 2012 03:13:43 +0000</pubDate>
		<guid isPermaLink="false">http://pixeltao.ca/?p=664#comment-869</guid>
		<description><![CDATA[The game doesn&#039;t play on my PC. Any idea why?]]></description>
		<content:encoded><![CDATA[<p>The game doesn&#8217;t play on my PC. Any idea why?</p>
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		<title>Comment on Early Wizorb Design Sketches by foyzul hassan</title>
		<link>http://pixeltao.ca/2012/05/03/early-wizorb-design-sketches/#comment-868</link>
		<dc:creator><![CDATA[foyzul hassan]]></dc:creator>
		<pubDate>Sat, 05 May 2012 23:55:47 +0000</pubDate>
		<guid isPermaLink="false">http://pixeltao.ca/?p=675#comment-868</guid>
		<description><![CDATA[@ Jonathan Levine - That would be awesome!

Also, you&#039;ve gotta make Wizorb and Ninja Senki for the iOS ;)]]></description>
		<content:encoded><![CDATA[<p>@ Jonathan Levine &#8211; That would be awesome!</p>
<p>Also, you&#8217;ve gotta make Wizorb and Ninja Senki for the iOS <img src='http://s1.wp.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>Comment on Early Wizorb Design Sketches by Jonathan Lavigne</title>
		<link>http://pixeltao.ca/2012/05/03/early-wizorb-design-sketches/#comment-867</link>
		<dc:creator><![CDATA[Jonathan Lavigne]]></dc:creator>
		<pubDate>Fri, 04 May 2012 17:38:22 +0000</pubDate>
		<guid isPermaLink="false">http://pixeltao.ca/?p=675#comment-867</guid>
		<description><![CDATA[I guess I still have some Ninja Senki sketches buried somewhere. I could probably post them if I find them.]]></description>
		<content:encoded><![CDATA[<p>I guess I still have some Ninja Senki sketches buried somewhere. I could probably post them if I find them.</p>
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	</item>
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		<title>Comment on Early Wizorb Design Sketches by foyzul hassan</title>
		<link>http://pixeltao.ca/2012/05/03/early-wizorb-design-sketches/#comment-866</link>
		<dc:creator><![CDATA[foyzul hassan]]></dc:creator>
		<pubDate>Fri, 04 May 2012 17:30:52 +0000</pubDate>
		<guid isPermaLink="false">http://pixeltao.ca/?p=675#comment-866</guid>
		<description><![CDATA[This is excellent, thanks for sharing this with us!
Any chance we could also see how your brain worked during the making of other games like Ninja Senki? Look forward to the next post :)]]></description>
		<content:encoded><![CDATA[<p>This is excellent, thanks for sharing this with us!<br />
Any chance we could also see how your brain worked during the making of other games like Ninja Senki? Look forward to the next post <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Delicious Block-Breaking Games by Chasing The Dream: Wizorb Interview &#124; truepcgaming</title>
		<link>http://pixeltao.ca/2011/08/21/delicious-block-breaking-games/#comment-865</link>
		<dc:creator><![CDATA[Chasing The Dream: Wizorb Interview &#124; truepcgaming]]></dc:creator>
		<pubDate>Fri, 04 May 2012 14:04:53 +0000</pubDate>
		<guid isPermaLink="false">http://pixeltao.ca/?p=550#comment-865</guid>
		<description><![CDATA[[...] for Wizorb and it sounded like a reasonable project to tackle for a first game. You can read his blog post on his blog detailing his inspirations for [...]]]></description>
		<content:encoded><![CDATA[<p>[...] for Wizorb and it sounded like a reasonable project to tackle for a first game. You can read his blog post on his blog detailing his inspirations for [...]</p>
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	<item>
		<title>Comment on Early Wizorb Design Sketches by Mars</title>
		<link>http://pixeltao.ca/2012/05/03/early-wizorb-design-sketches/#comment-864</link>
		<dc:creator><![CDATA[Mars]]></dc:creator>
		<pubDate>Fri, 04 May 2012 02:09:02 +0000</pubDate>
		<guid isPermaLink="false">http://pixeltao.ca/?p=675#comment-864</guid>
		<description><![CDATA[Cute and messy. The structure was interesting and seems you had planned the whole game. Great!]]></description>
		<content:encoded><![CDATA[<p>Cute and messy. The structure was interesting and seems you had planned the whole game. Great!</p>
]]></content:encoded>
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	<item>
		<title>Comment on Satisfaction Guaranteed! by Zerdamia</title>
		<link>http://pixeltao.ca/2010/03/31/satisfaction-guaranteed/#comment-852</link>
		<dc:creator><![CDATA[Zerdamia]]></dc:creator>
		<pubDate>Wed, 11 Apr 2012 19:11:13 +0000</pubDate>
		<guid isPermaLink="false">http://pixeltao.ca/?p=290#comment-852</guid>
		<description><![CDATA[Please open links after reading the reply.

Wizorb has most of it and Ninja Senki too, but why is there not enough satisfaction? You are on the right way, but missed a detail. The part that crushes the satisfaction is the factor &quot;frustration&quot;.

1. The player loses his progress and has to start over from a far away place. He has a longer way after he loses. The way to the goal will be longer and longer, the player is frustrated and lose motivation on the game.
2. The player know, that something work wrong and loses because something went wrong (bugs, etc.).

http://forums.steampowered.com/forums/showthread.php?t=2644173

In the above part you are right. The modern gameindustrie makes it wrong to make a game tooooo easy. They don´t want to have the frustration in the game. But in old times the games are often too hard. The secret to make a game good, funny, challening, but not frustrating is to implement the parts above. There only a few games, that has both and the games that has both, are really good.

There are only a few games, that get this point. One of this games is VVVVVV. An C64 retro Remake. This game is highly challenging and even if you die over thousand times even on the easiest difficult, the game is not frustrating. Try it out. :)

http://store.steampowered.com/app/70300/]]></description>
		<content:encoded><![CDATA[<p>Please open links after reading the reply.</p>
<p>Wizorb has most of it and Ninja Senki too, but why is there not enough satisfaction? You are on the right way, but missed a detail. The part that crushes the satisfaction is the factor &#8220;frustration&#8221;.</p>
<p>1. The player loses his progress and has to start over from a far away place. He has a longer way after he loses. The way to the goal will be longer and longer, the player is frustrated and lose motivation on the game.<br />
2. The player know, that something work wrong and loses because something went wrong (bugs, etc.).</p>
<p><a href="http://forums.steampowered.com/forums/showthread.php?t=2644173" rel="nofollow">http://forums.steampowered.com/forums/showthread.php?t=2644173</a></p>
<p>In the above part you are right. The modern gameindustrie makes it wrong to make a game tooooo easy. They don´t want to have the frustration in the game. But in old times the games are often too hard. The secret to make a game good, funny, challening, but not frustrating is to implement the parts above. There only a few games, that has both and the games that has both, are really good.</p>
<p>There are only a few games, that get this point. One of this games is VVVVVV. An C64 retro Remake. This game is highly challenging and even if you die over thousand times even on the easiest difficult, the game is not frustrating. Try it out. <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><a href="http://store.steampowered.com/app/70300/" rel="nofollow">http://store.steampowered.com/app/70300/</a></p>
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