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		<title>Game Design</title>
		<link>http://uugmt.forumotion.net/game-design-f6/-t1.htm</link>
		<description>Mark Overmars is my homeboy.</description>
		<lastBuildDate>Thu, 15 Jan 2009 14:52:15 GMT</lastBuildDate>
		<ttl>10</ttl>
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			<title>Game Design</title>
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			<link>http://uugmt.forumotion.net/game-design-f6/-t1.htm</link>
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			<title>Opinion about Game Maker</title>
			<link>http://uugmt.forumotion.net/game-design-f6/opinion-about-game-maker-t44.htm</link>
			<dc:creator>sybren</dc:creator>
			<description>Hi folks,



I'm using Game Maker 7 for the Game Design course. This is the first time I've ever used GM, and to be honest, I've found so many things that just seem wrong that I can't keep it to myself. Before I storm to yoyogames and/or Mark Overmars I'd like to hear your opinion. Here is what I found, in no particular order:





 When trying out code I just edited, I first have to close the code editor. No code editor I've ever seen requires this. This specifically happens when editing  ...</description>
			<category>Game Design</category>
			<pubDate>Thu, 15 Jan 2009 14:52:15 GMT</pubDate>
			<comments>http://uugmt.forumotion.net/game-design-f6/opinion-about-game-maker-t44.htm#105</comments>
			<guid>http://uugmt.forumotion.net/game-design-f6/opinion-about-game-maker-t44.htm</guid>
		</item>
		<item>
			<title>Player Emotions</title>
			<link>http://uugmt.forumotion.net/game-design-f6/player-emotions-t32.htm</link>
			<dc:creator>captaincasanova</dc:creator>
			<description>It was one of those nights when I was having coffee with my friends at a local pub. Thats where we make sure to brainstorm ideas and concepts for the game that we all believe is gonna be the dream RPG. People have given names, ideas and concepts as well as numerous criticisms. But as time has progressed it has come to my understanding that the ideas which are pitched in are getting far more mature and often very innovative. Be it the son of god being the main game AI and hence the Christ\anti-Christ  ...</description>
			<category>Game Design</category>
			<pubDate>Thu, 09 Oct 2008 23:58:59 GMT</pubDate>
			<comments>http://uugmt.forumotion.net/game-design-f6/player-emotions-t32.htm#71</comments>
			<guid>http://uugmt.forumotion.net/game-design-f6/player-emotions-t32.htm</guid>
		</item>
		<item>
			<title>Oversimplification of Games as a Result of the growing Console mass</title>
			<link>http://uugmt.forumotion.net/game-design-f6/oversimplification-of-games-as-a-result-of-the-growing-console-mass-t7.htm</link>
			<dc:creator>darkmoose</dc:creator>
			<description>



a picture I happened upon reddit about how fallout fans see fallout 3. I think it also reflects a common blight that has settled on the industry. 



It is supposed to be the golden ages of game development and all we are seeing are hyped up sequels, marketing pitches and empty promises. Game design elements are overlooked and somewhere along the road FPS  started meaning &quot;immersion&quot;. Who's gonna stop this travesty? </description>
			<category>Game Design</category>
			<pubDate>Thu, 11 Sep 2008 18:47:14 GMT</pubDate>
			<comments>http://uugmt.forumotion.net/game-design-f6/oversimplification-of-games-as-a-result-of-the-growing-console-mass-t7.htm#8</comments>
			<guid>http://uugmt.forumotion.net/game-design-f6/oversimplification-of-games-as-a-result-of-the-growing-console-mass-t7.htm</guid>
		</item>
		<item>
			<title>Atmosphere in games, your experiences?</title>
			<link>http://uugmt.forumotion.net/game-design-f6/atmosphere-in-games-your-experiences-t20.htm</link>
			<dc:creator>AroundTheWorld</dc:creator>
			<description><![CDATA[Since I personally feel that creating a truly immersive atmosphere is one of the most important aspects of game design, I'm wondering what you guys consider the epitomy of atmosphere in games out there.
<br />

<br />
For me personally games like Psychonauts and American Mcgee's Alice score very high, but I haven't been able to keep up with the new games since the last few years, so I'm wondering if current-gen world simulation allows for a lot of new development in atmosphere.]]></description>
			<category>Game Design</category>
			<pubDate>Fri, 19 Sep 2008 13:25:34 GMT</pubDate>
			<comments>http://uugmt.forumotion.net/game-design-f6/atmosphere-in-games-your-experiences-t20.htm#31</comments>
			<guid>http://uugmt.forumotion.net/game-design-f6/atmosphere-in-games-your-experiences-t20.htm</guid>
		</item>
		<item>
			<title>Phil's GD Wisdom, 1st Edition: RPG Magic</title>
			<link>http://uugmt.forumotion.net/game-design-f6/phil-s-gd-wisdom-1st-edition-rpg-magic-t16.htm</link>
			<dc:creator>Badasscommy</dc:creator>
			<description>Dictionary.com: Magic, necromancy, sorcery, witchcraft imply producing results through mysterious influences or unexplained powers.



NOTE: You can basically replace the word 'magic' in the following paragraphs with 'technology' or something similar to apply these arguments to a non-fantasy setting.



Magic is everything unknown, mysterious, and supernatural. So why do most RPGs make it so mundane and boring? Most of these games give the player three general paths: fighting, thievery, and  ...</description>
			<category>Game Design</category>
			<pubDate>Tue, 16 Sep 2008 23:39:25 GMT</pubDate>
			<comments>http://uugmt.forumotion.net/game-design-f6/phil-s-gd-wisdom-1st-edition-rpg-magic-t16.htm#20</comments>
			<guid>http://uugmt.forumotion.net/game-design-f6/phil-s-gd-wisdom-1st-edition-rpg-magic-t16.htm</guid>
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