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	<title>Comments on: Triage and Endings</title>
	<atom:link href="http://www.mandible.net/2008/02/24/triage-and-endings/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.mandible.net/2008/02/24/triage-and-endings/</link>
	<description>The Mad Ravings of Zorba</description>
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		<title>By: Ming</title>
		<link>http://www.mandible.net/2008/02/24/triage-and-endings/comment-page-1/#comment-1281</link>
		<dc:creator>Ming</dc:creator>
		<pubDate>Wed, 27 Feb 2008 03:09:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.mandible.net/2008/02/24/triage-and-endings/#comment-1281</guid>
		<description>The important thing about D-Net is you gained valuable experience points. You learned that not all parts of making the game is fun. In fact, most of it is drudgery. However, with enough paid employees, you can offload some of that drudgery and work on just the interesting stuff.

Unfortunately, a lot of that drudgery is engineering that requires considerable amount of skill. So, it&#039;s not cheap to hire talented software engineers to remove that drudgery from your game.

Anyway, I&#039;m excited to hear that you&#039;re starting a new project. If you&#039;re interested in story and character, check out Chivalry is Not Dead, by Deirdra Kiai, which is a short game--- it could last 5 minutes or 3 hours depending upon how you play it. The focus is on dialog, character, and humor. It reminds of the movie &quot;Clerks&quot; in that the author&#039;s comes through the medium. This doesn&#039;t happen often in games, so I feel that it&#039;s remarkable.

I have some ideas for a story engine (sort of like a physics engine, but for stories) and much of the technology already in place. I&#039;m always up for game design discussions if you&#039;re up for it.

Also, I have a friend who develops DS games. If you have trouble getting a DS kit, then I&#039;m sure we can work out some sort of deal with him.

-Ming</description>
		<content:encoded><![CDATA[<p>The important thing about D-Net is you gained valuable experience points. You learned that not all parts of making the game is fun. In fact, most of it is drudgery. However, with enough paid employees, you can offload some of that drudgery and work on just the interesting stuff.</p>
<p>Unfortunately, a lot of that drudgery is engineering that requires considerable amount of skill. So, it's not cheap to hire talented software engineers to remove that drudgery from your game.</p>
<p>Anyway, I'm excited to hear that you're starting a new project. If you're interested in story and character, check out Chivalry is Not Dead, by Deirdra Kiai, which is a short game&#8212; it could last 5 minutes or 3 hours depending upon how you play it. The focus is on dialog, character, and humor. It reminds of the movie "Clerks" in that the author's comes through the medium. This doesn't happen often in games, so I feel that it's remarkable.</p>
<p>I have some ideas for a story engine (sort of like a physics engine, but for stories) and much of the technology already in place. I'm always up for game design discussions if you're up for it.</p>
<p>Also, I have a friend who develops DS games. If you have trouble getting a DS kit, then I'm sure we can work out some sort of deal with him.</p>
<p>-Ming</p>
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		<title>By: David</title>
		<link>http://www.mandible.net/2008/02/24/triage-and-endings/comment-page-1/#comment-1271</link>
		<dc:creator>David</dc:creator>
		<pubDate>Sun, 24 Feb 2008 18:35:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.mandible.net/2008/02/24/triage-and-endings/#comment-1271</guid>
		<description>(Before I begin, I realize I&#039;m looking at this purely as a consumer-of-games without needing to deal with publishers and reality and such. I just want good games to play ;) ) 

A few thoughts about releases and such: 

- Why not sell it *and* GPL it (if not immediately, then eventually)? (easier said than done, but probably worthwhile in the end)

- Please don&#039;t make a single-platform-only release if you can avoid it, especially if it&#039;s XBLA or PSN. From my small sample set, it seems more people are fanatically opposed to either the PS3 or XBox360 than in previous console generations. 

- A Wii release would be super-nifty :D</description>
		<content:encoded><![CDATA[<p>(Before I begin, I realize I'm looking at this purely as a consumer-of-games without needing to deal with publishers and reality and such. I just want good games to play ;) ) </p>
<p>A few thoughts about releases and such: </p>
<p>- Why not sell it *and* GPL it (if not immediately, then eventually)? (easier said than done, but probably worthwhile in the end)</p>
<p>- Please don't make a single-platform-only release if you can avoid it, especially if it's XBLA or PSN. From my small sample set, it seems more people are fanatically opposed to either the PS3 or XBox360 than in previous console generations. </p>
<p>- A Wii release would be super-nifty :D</p>
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		<title>By: jer@</title>
		<link>http://www.mandible.net/2008/02/24/triage-and-endings/comment-page-1/#comment-1270</link>
		<dc:creator>jer@</dc:creator>
		<pubDate>Sun, 24 Feb 2008 18:15:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.mandible.net/2008/02/24/triage-and-endings/#comment-1270</guid>
		<description>quite a lot of development happens in the DS world without ever touching a devkit.  I play a number of &#039;homebrew&#039; DS games on my DS via my ds-x flash cart, and even that is oldschool tech by now, with a number of more attractively priced flash carts available with more features.  You could realistically write the entire game using the libraries that the homebrew folks are using, coded in such a way that it&#039;ll be easy to drop the official devkit libraries in at some point down the road.  This would get demos of the game played by large numbers of people all during the dev process, perhaps even getting attention from it as a result, making it easier to sell down the road...  and if you end up unable to sell it, the GPL route is perfectly viable as it&#039;ll on hardware that people interested in running homebrew games already have.</description>
		<content:encoded><![CDATA[<p>quite a lot of development happens in the DS world without ever touching a devkit.  I play a number of 'homebrew' DS games on my DS via my ds-x flash cart, and even that is oldschool tech by now, with a number of more attractively priced flash carts available with more features.  You could realistically write the entire game using the libraries that the homebrew folks are using, coded in such a way that it'll be easy to drop the official devkit libraries in at some point down the road.  This would get demos of the game played by large numbers of people all during the dev process, perhaps even getting attention from it as a result, making it easier to sell down the road&#8230;  and if you end up unable to sell it, the GPL route is perfectly viable as it'll on hardware that people interested in running homebrew games already have.</p>
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