<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/'><id>tag:blogger.com,1999:blog-6542773327630613295.post8414249595310282173..comments</id><updated>2009-05-01T16:56:42.541-07:00</updated><category term='Ravenloft'/><category term='2009'/><category term='domination'/><category term='tools'/><category term='behaviour'/><category term='Bloody Good Time'/><category term='books'/><category term='production'/><category term='microtransactions'/><category term='NeoTokyo'/><category term='meaning'/><category term='Dear Esther'/><category term='save system'/><category term='E3'/><category term='horror'/><category term='crunch'/><category term='Experience Points'/><category term='perception'/><category term='Microscope'/><category term='restraint'/><category term='personality'/><category term='idea ownership'/><category 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term='Machinarium'/><category term='Spanish American War'/><category term='Grand Theft Auto 4'/><category term='licensed'/><category term='The Devil In The White City'/><category term='empathy'/><category term='The Misadventures of P.B. Winterbottom'/><category term='observation'/><category term='Brainy Gamer'/><category term='sequels'/><category term='procedural skald'/><category term='Broken Windows'/><category term='Another World'/><category term='The Curfew'/><category term='personal'/><category term='budget'/><category term='process'/><category term='Thongs of Virtue'/><category term='city of heroes'/><category term='tutorial'/><category term='Battlestar Galactica'/><category term='experience'/><category term='fencing'/><category term='Kohlberg'/><category term='Just Cause 2'/><category term='context'/><category term='2d platformers'/><category term='time'/><category term='System Shock 2'/><category term='characterization'/><category term='William Randolph Hearst'/><category term='Fallout'/><category term='Citadels'/><category term='jobs'/><category term='Earthbound'/><category term='grognard'/><category term='What We Do Matters'/><category term='Minerva&apos;s Den'/><category term='Super Smash Bros'/><category term='unlock'/><category term='intellectual property'/><category term='history'/><category term='structure'/><category term='skip week'/><category term='collectables'/><category term='playtest'/><category term='readability'/><category term='Joseph Pulitzer'/><category term='failure'/><category term='Fallout: New Vegas'/><category term='data'/><category term='progress'/><category term='Torchlight'/><title type='text'>Comments on Above 49: Improving Readability: Empathy</title><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://www.above49.ca/feeds/8414249595310282173/comments/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6542773327630613295/8414249595310282173/comments/default'/><link rel='alternate' type='text/html' href='http://www.above49.ca/2009/04/improving-readability-empathy.html'/><author><name>Nels Anderson</name><uri>http://www.blogger.com/profile/06484436433023780229</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://bp0.blogger.com/_aAGTgvkdCV0/R4b8zyvtUZI/AAAAAAAAAss/V2KcLjqejKs/S220/IMG_2406.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>6</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-6542773327630613295.post-197996040823123525</id><published>2009-05-01T16:56:00.000-07:00</published><updated>2009-05-01T16:56:00.000-07:00</updated><title type='text'>@Mike Every time I hear someone say, "Players are ...</title><content type='html'>@Mike Every time I hear someone say, "Players are stupider and lazy these days. They just want easy games with big explosions" I reel and seethe. While it's certainly true at times, this is whinging more often used to excuse unengaging gameplay.&lt;br /&gt;&lt;br /&gt;Nobody can control the audience. If something is working, the only option is to find a way to fix it.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6542773327630613295/8414249595310282173/comments/default/197996040823123525'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6542773327630613295/8414249595310282173/comments/default/197996040823123525'/><link rel='alternate' type='text/html' href='http://www.above49.ca/2009/04/improving-readability-empathy.html?showComment=1241222160000#c197996040823123525' title=''/><author><name>Nels Anderson</name><uri>http://www.blogger.com/profile/06484436433023780229</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://bp0.blogger.com/_aAGTgvkdCV0/R4b8zyvtUZI/AAAAAAAAAss/V2KcLjqejKs/S220/IMG_2406.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.above49.ca/2009/04/improving-readability-empathy.html' ref='tag:blogger.com,1999:blog-6542773327630613295.post-8414249595310282173' source='http://www.blogger.com/feeds/6542773327630613295/posts/default/8414249595310282173' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1807391331'/></entry><entry><id>tag:blogger.com,1999:blog-6542773327630613295.post-6036814954845739199</id><published>2009-04-30T23:03:00.000-07:00</published><updated>2009-04-30T23:03:00.000-07:00</updated><title type='text'>I can't agree strongly enough with this Nels. Empa...</title><content type='html'>I can't agree strongly enough with this Nels. Empathy makes us better designers, but it also has the added bonus of making us much better collaborators.&lt;br /&gt;&lt;br /&gt;Some people will argue that understanding what other people are thinking was the entire reason for us evolving our large brains. I wouldn't be surprised if it were true. Almost any human failing can be improved by improving empathy, as can almost any game design problem. &lt;br /&gt;&lt;br /&gt;Mike&lt;br /&gt;mikedarga.blogspot.com</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6542773327630613295/8414249595310282173/comments/default/6036814954845739199'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6542773327630613295/8414249595310282173/comments/default/6036814954845739199'/><link rel='alternate' type='text/html' href='http://www.above49.ca/2009/04/improving-readability-empathy.html?showComment=1241157780000#c6036814954845739199' title=''/><author><name>Mike Darga</name><uri>http://www.blogger.com/profile/11573511105974413730</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.above49.ca/2009/04/improving-readability-empathy.html' ref='tag:blogger.com,1999:blog-6542773327630613295.post-8414249595310282173' source='http://www.blogger.com/feeds/6542773327630613295/posts/default/8414249595310282173' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-749229681'/></entry><entry><id>tag:blogger.com,1999:blog-6542773327630613295.post-5819101818258419223</id><published>2009-04-22T18:12:00.000-07:00</published><updated>2009-04-22T18:12:00.000-07:00</updated><title type='text'>@Alan Looking at &lt;i&gt;Far Cry 2&lt;/i&gt;, you can even se...</title><content type='html'>@Alan Looking at &lt;I&gt;Far Cry 2&lt;/I&gt;, you can even see examples of good readability in its random systems. Rusted guns jam far more frequently than shiny new ones do. The guns' models communicate that very clearly, so the player understands they're using crap gear.&lt;br /&gt;&lt;br /&gt;If the models for awful and pristine guns were the same, but they had different jam probabilities, this would confuse the player. Worse yet would be if broken/reliable weapons had models that didn't correspond to their chance to jam at all.&lt;br /&gt;&lt;br /&gt;I realize I may have been a little unclear, as I tried to clarify &lt;A HREF="http://www.artfulgamer.com/2009/04/16/re-thinking-interface-design/" REL="nofollow"&gt;here&lt;/A&gt;. A game with good readability isn't necessarily obviously, it is consistent.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6542773327630613295/8414249595310282173/comments/default/5819101818258419223'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6542773327630613295/8414249595310282173/comments/default/5819101818258419223'/><link rel='alternate' type='text/html' href='http://www.above49.ca/2009/04/improving-readability-empathy.html?showComment=1240449120000#c5819101818258419223' title=''/><author><name>Nels Anderson</name><uri>http://www.blogger.com/profile/06484436433023780229</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://bp0.blogger.com/_aAGTgvkdCV0/R4b8zyvtUZI/AAAAAAAAAss/V2KcLjqejKs/S220/IMG_2406.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.above49.ca/2009/04/improving-readability-empathy.html' ref='tag:blogger.com,1999:blog-6542773327630613295.post-8414249595310282173' source='http://www.blogger.com/feeds/6542773327630613295/posts/default/8414249595310282173' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1807391331'/></entry><entry><id>tag:blogger.com,1999:blog-6542773327630613295.post-7509916038162346018</id><published>2009-04-22T15:25:00.000-07:00</published><updated>2009-04-22T15:25:00.000-07:00</updated><title type='text'>Excellent work Nels.

It brings up an interesting ...</title><content type='html'>Excellent work Nels.&lt;br /&gt;&lt;br /&gt;It brings up an interesting parallel with Clint Hocking's GDC talk on Improvisational game systems - there is a balance between predictable and chaotic systems that allows for maximum enjoyment.  As you said, some systems are made to be confusing - if we knew exactly what would happen from our actions, it would be less fun.&lt;br /&gt;&lt;br /&gt;This cuts into the core of "fun" which Ralph Koster explains is essentially an abstract form of learning - as he puts it "an exploration of a possibility space".&lt;br /&gt;&lt;br /&gt;When you discuss how old games were harder to play straight-out-the-box, you have to remember that there was a time (and I'm talking mid 80s here) when game systems were so obtuse they required you to consult the manual before you could stand a chance of playing the game.  Nowadays, even a dedicated "training" section is frowned upon.  Some have argued this is impatience or laziness on the part of the player, but in reality its the simple case that "fun" should not incorporate the kind of learning that is more like work.&lt;br /&gt;&lt;br /&gt;There is a delicate balance of readability with deliberately introduced chaos that produces a fun game.  Looking forward to the "data" blog post now!</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6542773327630613295/8414249595310282173/comments/default/7509916038162346018'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6542773327630613295/8414249595310282173/comments/default/7509916038162346018'/><link rel='alternate' type='text/html' href='http://www.above49.ca/2009/04/improving-readability-empathy.html?showComment=1240439100000#c7509916038162346018' title=''/><author><name>Alan Jack</name><uri>http://www.blogger.com/profile/06072612244201764881</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='28' src='http://3.bp.blogspot.com/_y90I_f4mmT4/ScbcoMMODWI/AAAAAAAAAAM/JFcAVKkXIts/S220/legopic.png'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.above49.ca/2009/04/improving-readability-empathy.html' ref='tag:blogger.com,1999:blog-6542773327630613295.post-8414249595310282173' source='http://www.blogger.com/feeds/6542773327630613295/posts/default/8414249595310282173' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1297784750'/></entry><entry><id>tag:blogger.com,1999:blog-6542773327630613295.post-3657240830399872249</id><published>2009-04-20T09:27:00.000-07:00</published><updated>2009-04-20T09:27:00.000-07:00</updated><title type='text'>@L.B. Thanks. It's interesting how the "vocabulary...</title><content type='html'>@L.B. Thanks. It's interesting how the "vocabulary" of interaction in some games has quickly become an archaic dialect.&lt;br /&gt;&lt;br /&gt;Old RPG might be the most extreme example of this, although that could be because most other games of that era were very linear and has to misinterpret. I remember playing the re-release of the original &lt;I&gt;Final Fantasy&lt;/I&gt; on GBA and ye gods, I almost never knew where to go or what I was supposed to do.&lt;br /&gt;&lt;br /&gt;Maybe that was part of the appeal, but I can't help but worry those foundational games are only going to become increasingly inaccessible. But then again, how many people read Beowulf or The Divine Comedy these days? Certainly not the folks at EA Redwood Shore (oh snap!).</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6542773327630613295/8414249595310282173/comments/default/3657240830399872249'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6542773327630613295/8414249595310282173/comments/default/3657240830399872249'/><link rel='alternate' type='text/html' href='http://www.above49.ca/2009/04/improving-readability-empathy.html?showComment=1240244820000#c3657240830399872249' title=''/><author><name>Nels Anderson</name><uri>http://www.blogger.com/profile/06484436433023780229</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://bp0.blogger.com/_aAGTgvkdCV0/R4b8zyvtUZI/AAAAAAAAAss/V2KcLjqejKs/S220/IMG_2406.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.above49.ca/2009/04/improving-readability-empathy.html' ref='tag:blogger.com,1999:blog-6542773327630613295.post-8414249595310282173' source='http://www.blogger.com/feeds/6542773327630613295/posts/default/8414249595310282173' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1807391331'/></entry><entry><id>tag:blogger.com,1999:blog-6542773327630613295.post-325966650427312007</id><published>2009-04-19T19:07:00.000-07:00</published><updated>2009-04-19T19:07:00.000-07:00</updated><title type='text'>Great read, I've been playing Ocarina of Time rece...</title><content type='html'>Great read, I've been playing Ocarina of Time recently and that nails what I've been trying to explain bugged me about it. I never played many games from the N64, PS1 era, so I'm not used to reading the graphics or understanding what it's trying to communicate. Now that I'm almost at the end, I'm used to it and don't need gamefaqs, but there was a while where it was a real chore.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6542773327630613295/8414249595310282173/comments/default/325966650427312007'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6542773327630613295/8414249595310282173/comments/default/325966650427312007'/><link rel='alternate' type='text/html' href='http://www.above49.ca/2009/04/improving-readability-empathy.html?showComment=1240193220000#c325966650427312007' title=''/><author><name>L.B. Jeffries</name><uri>http://www.blogger.com/profile/16612840105075834275</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://1.bp.blogspot.com/_zFeUnoti_k0/SVRTr8BvVyI/AAAAAAAABkE/I5-emL6WCVc/S220/Avatar.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.above49.ca/2009/04/improving-readability-empathy.html' ref='tag:blogger.com,1999:blog-6542773327630613295.post-8414249595310282173' source='http://www.blogger.com/feeds/6542773327630613295/posts/default/8414249595310282173' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-602351968'/></entry></feed>
