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	<title>Comments on: A penny for your thoughts, a hundred for your life.</title>
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	<link>http://www.egometry.com/gruedorf/a-penny-for-your-thoughts-a-hundred-for-your-life/</link>
	<description>cogito ergo stfu</description>
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		<title>By: Photon Storm &#187; Blog Archive &#187; Pixel Smash Test 1 &#8211; Smash the heck out of some pixels</title>
		<link>http://www.egometry.com/gruedorf/a-penny-for-your-thoughts-a-hundred-for-your-life/comment-page-1/#comment-907</link>
		<dc:creator>Photon Storm &#187; Blog Archive &#187; Pixel Smash Test 1 &#8211; Smash the heck out of some pixels</dc:creator>
		<pubDate>Sun, 11 Sep 2011 00:39:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.egometry.com/?p=575#comment-907</guid>
		<description>[...] Also one final random bit: read this excellent blog post by Ben McGraw on the dynamics of Super Mario Brothers 3! Go enjoy. [...]</description>
		<content:encoded><![CDATA[<p>[...] Also one final random bit: read this excellent blog post by Ben McGraw on the dynamics of Super Mario Brothers 3! Go enjoy. [...]</p>
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		<title>By: Kiaran Ritchie</title>
		<link>http://www.egometry.com/gruedorf/a-penny-for-your-thoughts-a-hundred-for-your-life/comment-page-1/#comment-771</link>
		<dc:creator>Kiaran Ritchie</dc:creator>
		<pubDate>Fri, 07 Jan 2011 06:52:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.egometry.com/?p=575#comment-771</guid>
		<description>I&#039;m currently building my own indie platformer game (called BEEP) in which you play a small robot with a jetpack and a gravity gun. (shameless plug, www.bigfatalien.com)

I made the design decision early in development that I wasn&#039;t going to &#039;pad-out&#039; the game with different colored enemies and cheap gimmicks. One of my central design principles is to treat the player&#039;s time with respect.  That means, less repetition (a certain amount is necessary for honing skills), no re-skinned enemies and each enemy has a unique behavior pattern and vulnerabilities.

These are really basic and essential staples of design philosophy. It&#039;s a shame that more developers don&#039;t take them seriously!</description>
		<content:encoded><![CDATA[<p>I&#8217;m currently building my own indie platformer game (called BEEP) in which you play a small robot with a jetpack and a gravity gun. (shameless plug, <a href="http://www.bigfatalien.com" rel="nofollow">http://www.bigfatalien.com</a>)</p>
<p>I made the design decision early in development that I wasn&#8217;t going to &#8216;pad-out&#8217; the game with different colored enemies and cheap gimmicks. One of my central design principles is to treat the player&#8217;s time with respect.  That means, less repetition (a certain amount is necessary for honing skills), no re-skinned enemies and each enemy has a unique behavior pattern and vulnerabilities.</p>
<p>These are really basic and essential staples of design philosophy. It&#8217;s a shame that more developers don&#8217;t take them seriously!</p>
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		<title>By: Colin Z</title>
		<link>http://www.egometry.com/gruedorf/a-penny-for-your-thoughts-a-hundred-for-your-life/comment-page-1/#comment-770</link>
		<dc:creator>Colin Z</dc:creator>
		<pubDate>Thu, 06 Jan 2011 17:17:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.egometry.com/?p=575#comment-770</guid>
		<description>Couldn&#039;t agree more; great article.

This kind of thing is especially evident in even AAA MMORPG titles. At level 1 you fight a rat. At level 20 you fight an ogre. The only difference is a model-swap and stats being higher numbers.

I&#039;d even go further and say that even when the enemy has some sort of purported &quot;weakness&quot; like vulnerability to fire, or ice, it rarely matters. You might just as well bash away at it until dead. There&#039;s never a NEED to use fire/ice/whatever.

It would be very refreshing to see a game with a variety of enemies who have to be tackled in a certain way: learn a pattern, use a certain type of weapon, use a specific tactic, etc. 

Some might complain this is either a) too hard or b) leads to repetitive encounters. I would suggest that the &quot;next level&quot; would be to make those same dozen enemies (you don&#039;t need 100&#039;s!) have abilities and unique features that can eventually interlock together to present more difficult challenges: abilities that complement/augment one another, attack patterns that are more difficult in unison...</description>
		<content:encoded><![CDATA[<p>Couldn&#8217;t agree more; great article.</p>
<p>This kind of thing is especially evident in even AAA MMORPG titles. At level 1 you fight a rat. At level 20 you fight an ogre. The only difference is a model-swap and stats being higher numbers.</p>
<p>I&#8217;d even go further and say that even when the enemy has some sort of purported &#8220;weakness&#8221; like vulnerability to fire, or ice, it rarely matters. You might just as well bash away at it until dead. There&#8217;s never a NEED to use fire/ice/whatever.</p>
<p>It would be very refreshing to see a game with a variety of enemies who have to be tackled in a certain way: learn a pattern, use a certain type of weapon, use a specific tactic, etc. </p>
<p>Some might complain this is either a) too hard or b) leads to repetitive encounters. I would suggest that the &#8220;next level&#8221; would be to make those same dozen enemies (you don&#8217;t need 100&#8242;s!) have abilities and unique features that can eventually interlock together to present more difficult challenges: abilities that complement/augment one another, attack patterns that are more difficult in unison&#8230;</p>
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		<title>By: A penny for your thoughts, a hundred for your life. &#124; Ben McGraw&#8217;s Egometry &#171; Trent&#039;s Blog</title>
		<link>http://www.egometry.com/gruedorf/a-penny-for-your-thoughts-a-hundred-for-your-life/comment-page-1/#comment-769</link>
		<dc:creator>A penny for your thoughts, a hundred for your life. &#124; Ben McGraw&#8217;s Egometry &#171; Trent&#039;s Blog</dc:creator>
		<pubDate>Thu, 06 Jan 2011 13:31:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.egometry.com/?p=575#comment-769</guid>
		<description>[...] via A penny for your thoughts, a hundred for your life. &#124; Ben McGraw&#8217;s Egometry. [...]</description>
		<content:encoded><![CDATA[<p>[...] via A penny for your thoughts, a hundred for your life. | Ben McGraw&#8217;s Egometry. [...]</p>
]]></content:encoded>
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		<title>By: kode80</title>
		<link>http://www.egometry.com/gruedorf/a-penny-for-your-thoughts-a-hundred-for-your-life/comment-page-1/#comment-767</link>
		<dc:creator>kode80</dc:creator>
		<pubDate>Wed, 05 Jan 2011 19:36:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.egometry.com/?p=575#comment-767</guid>
		<description>Great read! This is one of those things that should be on a essential-elements-of-game-design check list.</description>
		<content:encoded><![CDATA[<p>Great read! This is one of those things that should be on a essential-elements-of-game-design check list.</p>
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		<title>By: Overkill</title>
		<link>http://www.egometry.com/gruedorf/a-penny-for-your-thoughts-a-hundred-for-your-life/comment-page-1/#comment-176</link>
		<dc:creator>Overkill</dc:creator>
		<pubDate>Wed, 11 Feb 2009 15:05:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.egometry.com/?p=575#comment-176</guid>
		<description>Good read. Games should have variety, so that their worlds aren&#039;t just this run-of-the-mill color swap adventure. Argh gotta go run to catch bus.</description>
		<content:encoded><![CDATA[<p>Good read. Games should have variety, so that their worlds aren&#8217;t just this run-of-the-mill color swap adventure. Argh gotta go run to catch bus.</p>
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		<title>By: Jonas</title>
		<link>http://www.egometry.com/gruedorf/a-penny-for-your-thoughts-a-hundred-for-your-life/comment-page-1/#comment-174</link>
		<dc:creator>Jonas</dc:creator>
		<pubDate>Tue, 10 Feb 2009 23:11:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.egometry.com/?p=575#comment-174</guid>
		<description>Come to think of it, whenever I come across a dude to fight that looks different from a dude I already fought but acts the same, I get annoyed. Huh.</description>
		<content:encoded><![CDATA[<p>Come to think of it, whenever I come across a dude to fight that looks different from a dude I already fought but acts the same, I get annoyed. Huh.</p>
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