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	<title>Comments on: Gameplay Mechanics Every Developer Should Copy</title>
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	<description>Luke Stillman&#039;s thoughts on videogame design, trends and business</description>
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		<title><img class='wavatar' src='http://www.gravatar.com/avatar.php?gravatar_id=036f4e80d45639509a3c61343e5a0dee.jpg&amp;r=X&amp;s=72&amp;d=http%3A%2F%2Fwww.backhandofjustice.com%2Fwp-content%2Fcache%2Fwavatars%2F036f4e80d45639509.png' width='72' height='72' alt='Wavatar' />By:  LAS</title>
		<link>http://www.backhandofjustice.com/gameplay-mechanics-every-developer-should-copy/comment-page-1/#comment-55</link>
		<dc:creator><img class='wavatar' src='http://www.gravatar.com/avatar.php?gravatar_id=036f4e80d45639509a3c61343e5a0dee.jpg&amp;r=X&amp;s=72&amp;d=http%3A%2F%2Fwww.backhandofjustice.com%2Fwp-content%2Fcache%2Fwavatars%2F036f4e80d45639509.png' width='72' height='72' alt='Wavatar' /> LAS</dc:creator>
		<pubDate>Fri, 23 Oct 2009 17:44:23 +0000</pubDate>
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		<description>Yeah - I mean I don&#039;t know if I consider it specifically a mechanic but it definitely contributes to the experience of the game. I would also throw Uncharted 2 in there for recent games that had great pacing - you would never have too much action or too much puzzling / jumping in a row, and every time you were about to get bored, it would cut into a huge action sequence. Conversely, every time it was about to get tiring just killing pirates over and over it would give you an extended respite.</description>
		<content:encoded><![CDATA[<p>Yeah &#8211; I mean I don&#8217;t know if I consider it specifically a mechanic but it definitely contributes to the experience of the game. I would also throw Uncharted 2 in there for recent games that had great pacing &#8211; you would never have too much action or too much puzzling / jumping in a row, and every time you were about to get bored, it would cut into a huge action sequence. Conversely, every time it was about to get tiring just killing pirates over and over it would give you an extended respite.</p>
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		<title><img class='wavatar' src='http://www.gravatar.com/avatar.php?gravatar_id=4583c20394f5de005ed0aad1c5842be0.jpg&amp;r=X&amp;s=72&amp;d=http%3A%2F%2Fwww.backhandofjustice.com%2Fwp-content%2Fcache%2Fwavatars%2F4583c20394f5de005.png' width='72' height='72' alt='Wavatar' />By:  Sean</title>
		<link>http://www.backhandofjustice.com/gameplay-mechanics-every-developer-should-copy/comment-page-1/#comment-54</link>
		<dc:creator><img class='wavatar' src='http://www.gravatar.com/avatar.php?gravatar_id=4583c20394f5de005ed0aad1c5842be0.jpg&amp;r=X&amp;s=72&amp;d=http%3A%2F%2Fwww.backhandofjustice.com%2Fwp-content%2Fcache%2Fwavatars%2F4583c20394f5de005.png' width='72' height='72' alt='Wavatar' /> Sean</dc:creator>
		<pubDate>Fri, 23 Oct 2009 17:39:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.backhandofjustice.com/?p=379#comment-54</guid>
		<description>I&#039;m not sure if this counts as a mechanic, but what about pacing?

I don&#039;t play a ton of games, but I&#039;m thinking of Batman and Shadow Complex as games that had good pacing. In both cases, there was rarely a time when there wasn&#039;t something I could go and do if I wanted to, but at the same time, the game never seemed to force the issue.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure if this counts as a mechanic, but what about pacing?</p>
<p>I don&#8217;t play a ton of games, but I&#8217;m thinking of Batman and Shadow Complex as games that had good pacing. In both cases, there was rarely a time when there wasn&#8217;t something I could go and do if I wanted to, but at the same time, the game never seemed to force the issue.</p>
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