<?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/"
	xmlns:georss="http://www.georss.org/georss" xmlns:geo="http://www.w3.org/2003/01/geo/wgs84_pos#" xmlns:media="http://search.yahoo.com/mrss/"
		>
<channel>
	<title>Comments for Writers Cabal Blog</title>
	<atom:link href="http://writerscabal.wordpress.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://writerscabal.wordpress.com</link>
	<description>Tips, tricks, and unconscionable wastes of time for game developers dealing with writers or narrative</description>
	<lastBuildDate>Fri, 27 Nov 2009 16:12:03 +0000</lastBuildDate>
	<generator>http://wordpress.com/</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>Comment on Writing for Video Game Genres Book Review by AramZS</title>
		<link>http://writerscabal.wordpress.com/2009/11/25/writing-for-video-game-genres-book-review/#comment-6219</link>
		<dc:creator>AramZS</dc:creator>
		<pubDate>Fri, 27 Nov 2009 16:12:03 +0000</pubDate>
		<guid isPermaLink="false">http://writerscabal.wordpress.com/?p=981#comment-6219</guid>
		<description>Looks good, thanks for the post, I&#039;ll have to pick up the book soon.</description>
		<content:encoded><![CDATA[<p>Looks good, thanks for the post, I&#8217;ll have to pick up the book soon.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Writing for Video Game Genres book available! by Writing for Video Game Genres Book Review &#171; Writers Cabal Blog</title>
		<link>http://writerscabal.wordpress.com/2009/02/13/writing-for-video-game-genres-book-available/#comment-6214</link>
		<dc:creator>Writing for Video Game Genres Book Review &#171; Writers Cabal Blog</dc:creator>
		<pubDate>Wed, 25 Nov 2009 17:25:19 +0000</pubDate>
		<guid isPermaLink="false">http://writerscabal.wordpress.com/?p=821#comment-6214</guid>
		<description>[...] Video Game Genres Book&#160;Review  If you haven&#8217;t yet picked up the IGDA Writers SIG book Writing for Video Game Genres and want to know the full scoop, check out this recent book review from [...]</description>
		<content:encoded><![CDATA[<p>[...] Video Game Genres Book&nbsp;Review  If you haven&#8217;t yet picked up the IGDA Writers SIG book Writing for Video Game Genres and want to know the full scoop, check out this recent book review from [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on 4 Things Not To Do to help your writers &#8220;get it&#8221; by connetta</title>
		<link>http://writerscabal.wordpress.com/2007/03/22/4-things-not-to-do-to-help-your-writers-get-it/#comment-6207</link>
		<dc:creator>connetta</dc:creator>
		<pubDate>Mon, 31 Aug 2009 15:33:58 +0000</pubDate>
		<guid isPermaLink="false">http://writerscabal.wordpress.com/2007/03/22/4-things-not-to-do-to-help-your-writers-get-it/#comment-6207</guid>
		<description>I feel your tips and advice are good for all types of writers...I know i found them helpful for myself...thanks for taking time to talk about writing..and helping others. the world needs more people like you out there.</description>
		<content:encoded><![CDATA[<p>I feel your tips and advice are good for all types of writers&#8230;I know i found them helpful for myself&#8230;thanks for taking time to talk about writing..and helping others. the world needs more people like you out there.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Are you guilty of gluttony in game writing and design? by Chuckk</title>
		<link>http://writerscabal.wordpress.com/2009/01/22/are-you-guilty-of-gluttony-in-game-writing-and-design/#comment-6206</link>
		<dc:creator>Chuckk</dc:creator>
		<pubDate>Mon, 31 Aug 2009 00:17:48 +0000</pubDate>
		<guid isPermaLink="false">http://writerscabal.wordpress.com/?p=773#comment-6206</guid>
		<description>Thanks for the insight.
I would add a problem I first noticed with the Tomb Raider series, although the old Ghosts &#039;n&#039; Goblins had it too: equating more difficult with more fun. The reasoning seems to be that if the game requires utter concentration and has no room for error, people will be that much more obsessed and proud of it. But this factor has to be balanced with reward!</description>
		<content:encoded><![CDATA[<p>Thanks for the insight.<br />
I would add a problem I first noticed with the Tomb Raider series, although the old Ghosts &#8216;n&#8217; Goblins had it too: equating more difficult with more fun. The reasoning seems to be that if the game requires utter concentration and has no room for error, people will be that much more obsessed and proud of it. But this factor has to be balanced with reward!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Game industry grows, but is it recession-proof? by Faith</title>
		<link>http://writerscabal.wordpress.com/2008/11/07/game-industry-grows-but-is-it-recession-proof/#comment-6204</link>
		<dc:creator>Faith</dc:creator>
		<pubDate>Mon, 10 Aug 2009 06:42:37 +0000</pubDate>
		<guid isPermaLink="false">http://writerscabal.wordpress.com/?p=509#comment-6204</guid>
		<description>&lt;strong&gt;Faith...&lt;/strong&gt;

an interesting take on a fun topic....</description>
		<content:encoded><![CDATA[<p><strong>Faith&#8230;</strong></p>
<p>an interesting take on a fun topic&#8230;.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on What&#8217;s your vision? by John Evans</title>
		<link>http://writerscabal.wordpress.com/2007/05/29/whats-your-vision/#comment-6202</link>
		<dc:creator>John Evans</dc:creator>
		<pubDate>Fri, 17 Jul 2009 22:02:03 +0000</pubDate>
		<guid isPermaLink="false">http://writerscabal.wordpress.com/2007/05/29/whats-your-vision/#comment-6202</guid>
		<description>I usually start with thinking about a &quot;moment&quot; I want the player to experience. It&#039;s really all about the player having a certain experience.</description>
		<content:encoded><![CDATA[<p>I usually start with thinking about a &#8220;moment&#8221; I want the player to experience. It&#8217;s really all about the player having a certain experience.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unlikely heroes: relatable game characters by Langdon</title>
		<link>http://writerscabal.wordpress.com/2007/08/10/unlikely-heroes-making-relateable-game-characters/#comment-6201</link>
		<dc:creator>Langdon</dc:creator>
		<pubDate>Thu, 16 Jul 2009 22:09:16 +0000</pubDate>
		<guid isPermaLink="false">http://writerscabal.wordpress.com/2007/08/10/unlikely-heroes-making-relateable-game-characters/#comment-6201</guid>
		<description>I agree that characters should be flawed. If they have no flaws then there&#039;s no emotional development in store for the player. I believe that games have plenty of external conflict already. (save the princess, defeat the enemy, get revenge, etc.) 

Take the tv show Lost as an example. Every major character gets a back story, and all of them are flawed. Through the course of the episode (external conflict) the character flashbacks to their past and overcomes their internal conflict.</description>
		<content:encoded><![CDATA[<p>I agree that characters should be flawed. If they have no flaws then there&#8217;s no emotional development in store for the player. I believe that games have plenty of external conflict already. (save the princess, defeat the enemy, get revenge, etc.) </p>
<p>Take the tv show Lost as an example. Every major character gets a back story, and all of them are flawed. Through the course of the episode (external conflict) the character flashbacks to their past and overcomes their internal conflict.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why virtual collaboration is not for you by Jasper Kennis</title>
		<link>http://writerscabal.wordpress.com/2008/07/31/why-virtual-collaboration-is-not-for-you/#comment-6197</link>
		<dc:creator>Jasper Kennis</dc:creator>
		<pubDate>Mon, 22 Jun 2009 07:38:09 +0000</pubDate>
		<guid isPermaLink="false">http://writerscabal.wordpress.com/?p=308#comment-6197</guid>
		<description>Good article, strong arguments. You didn&#039;t really discus the possibility of a company functioning with the same workers working both in-house as well as at home, in a for example 3 days in 2 days out setting.

I can&#039;t blame you for that &#039;cause you would be writing a book than rather than an article, but you have to take in consideration that partial virtual collaboration might improve efficiency and employee happiness, without costing you your companies culture or employees credibility.</description>
		<content:encoded><![CDATA[<p>Good article, strong arguments. You didn&#8217;t really discus the possibility of a company functioning with the same workers working both in-house as well as at home, in a for example 3 days in 2 days out setting.</p>
<p>I can&#8217;t blame you for that &#8217;cause you would be writing a book than rather than an article, but you have to take in consideration that partial virtual collaboration might improve efficiency and employee happiness, without costing you your companies culture or employees credibility.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Writing for Video Game Genres book available! by Get Social, Get Writing, Get Educated &#171; Writers Cabal Blog</title>
		<link>http://writerscabal.wordpress.com/2009/02/13/writing-for-video-game-genres-book-available/#comment-6195</link>
		<dc:creator>Get Social, Get Writing, Get Educated &#171; Writers Cabal Blog</dc:creator>
		<pubDate>Mon, 08 Jun 2009 21:10:33 +0000</pubDate>
		<guid isPermaLink="false">http://writerscabal.wordpress.com/?p=821#comment-6195</guid>
		<description>[...] Additionally, I&#8217;ll be co-presenting with Ricardo Rademacher, CEO of Futur-E-Scape, in a session entitled &#8220;Creativity, Constraints, and Compromises.&#8221; Ricardo Rademacher recently presented his educational theory of MMOGs at the Independent MMO Game Developers Conference in Las Vegas last April.  We&#8217;ll be discussing how his educational theory meshed with narrative design to develop a fantasy MMORPG that also teaches physics.  In fact, this game was a case study in our chapter for the book, Writing for Video Game Genres. [...]</description>
		<content:encoded><![CDATA[<p>[...] Additionally, I&#8217;ll be co-presenting with Ricardo Rademacher, CEO of Futur-E-Scape, in a session entitled &#8220;Creativity, Constraints, and Compromises.&#8221; Ricardo Rademacher recently presented his educational theory of MMOGs at the Independent MMO Game Developers Conference in Las Vegas last April.  We&#8217;ll be discussing how his educational theory meshed with narrative design to develop a fantasy MMORPG that also teaches physics.  In fact, this game was a case study in our chapter for the book, Writing for Video Game Genres. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Good writers make better game designers by Get Social, Get Writing, Get Educated &#171; Writers Cabal Blog</title>
		<link>http://writerscabal.wordpress.com/2008/03/20/good-writers-make-better-game-designers/#comment-6194</link>
		<dc:creator>Get Social, Get Writing, Get Educated &#171; Writers Cabal Blog</dc:creator>
		<pubDate>Mon, 08 Jun 2009 21:10:30 +0000</pubDate>
		<guid isPermaLink="false">http://writerscabal.wordpress.com/?p=214#comment-6194</guid>
		<description>[...] Richard Dansky, Drew Davidson, and Elisabeth Nonas addressing last year&#8217;s hullabaloo on how game writers don&#8217;t belong in the game industry.  We&#8217;ll also be discussing narrative design and writing for ARGs and non-AAA [...]</description>
		<content:encoded><![CDATA[<p>[...] Richard Dansky, Drew Davidson, and Elisabeth Nonas addressing last year&#8217;s hullabaloo on how game writers don&#8217;t belong in the game industry.  We&#8217;ll also be discussing narrative design and writing for ARGs and non-AAA [...]</p>
]]></content:encoded>
	</item>
</channel>
</rss>
