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	<title>Comments on: Single Auteur vs Collaboration</title>
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	<link>http://doublebuffered.com/2008/06/01/single-auteur-vs-collaboration/</link>
	<description>A Programmer's View of Game Design, Development, and Culture</description>
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		<title>By: Pixel Park &#187; Blog Archive &#187; Through the noise</title>
		<link>http://doublebuffered.com/2008/06/01/single-auteur-vs-collaboration/#comment-256</link>
		<dc:creator>Pixel Park &#187; Blog Archive &#187; Through the noise</dc:creator>
		<pubDate>Sun, 31 Aug 2008 00:16:40 +0000</pubDate>
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		<description>[...] Double Buffered has some thoughts on a discussion between some industry people Valve&#8217;s cabal system was measured against the auteur model. [...]</description>
		<content:encoded><![CDATA[<p>[...] Double Buffered has some thoughts on a discussion between some industry people Valve&#8217;s cabal system was measured against the auteur model. [...]</p>
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		<title>By: Mythic&#8217;s Paul Barnett Has Interesting Ideas &#171; Double Buffered</title>
		<link>http://doublebuffered.com/2008/06/01/single-auteur-vs-collaboration/#comment-226</link>
		<dc:creator>Mythic&#8217;s Paul Barnett Has Interesting Ideas &#171; Double Buffered</dc:creator>
		<pubDate>Mon, 04 Aug 2008 00:38:37 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.wordpress.com/?p=35#comment-226</guid>
		<description>[...] clearly comes down on the &#8220;Single Auteur&#8221; side with regards to development methodology. His discussion of building the concept of a [...]</description>
		<content:encoded><![CDATA[<p>[...] clearly comes down on the &#8220;Single Auteur&#8221; side with regards to development methodology. His discussion of building the concept of a [...]</p>
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		<title>By: Wolfe</title>
		<link>http://doublebuffered.com/2008/06/01/single-auteur-vs-collaboration/#comment-187</link>
		<dc:creator>Wolfe</dc:creator>
		<pubDate>Thu, 05 Jun 2008 09:03:17 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.wordpress.com/?p=35#comment-187</guid>
		<description>Isnt the real trick that these uber aeteurs actually know where they &quot;dont know&quot; anymore and can knowingly apply the procedure for soving the unknown problem where needed?

This in turn includes testing and relying on other peoples expertise etc.</description>
		<content:encoded><![CDATA[<p>Isnt the real trick that these uber aeteurs actually know where they &#8220;dont know&#8221; anymore and can knowingly apply the procedure for soving the unknown problem where needed?</p>
<p>This in turn includes testing and relying on other peoples expertise etc.</p>
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		<title>By: James L</title>
		<link>http://doublebuffered.com/2008/06/01/single-auteur-vs-collaboration/#comment-186</link>
		<dc:creator>James L</dc:creator>
		<pubDate>Tue, 03 Jun 2008 19:04:12 +0000</pubDate>
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		<description>Being able to &quot;auteur&quot; a game from the ground up and have it be fun is like Beethoven composing while deaf.  Extensive focus testing simply makes games better.  Likewise, getting design input from more than one person is better than getting input from only one person.

That said, I can see a place for a &quot;director,&quot; whose job is to enforce tone and coherent feel rather than to singlehandedly invent the game mechanics.</description>
		<content:encoded><![CDATA[<p>Being able to &#8220;auteur&#8221; a game from the ground up and have it be fun is like Beethoven composing while deaf.  Extensive focus testing simply makes games better.  Likewise, getting design input from more than one person is better than getting input from only one person.</p>
<p>That said, I can see a place for a &#8220;director,&#8221; whose job is to enforce tone and coherent feel rather than to singlehandedly invent the game mechanics.</p>
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		<title>By: Joe Ludwig</title>
		<link>http://doublebuffered.com/2008/06/01/single-auteur-vs-collaboration/#comment-175</link>
		<dc:creator>Joe Ludwig</dc:creator>
		<pubDate>Sun, 01 Jun 2008 20:48:06 +0000</pubDate>
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		<description>Gamasutra had an &lt;a href=&quot;http://www.gamasutra.com/features/19991210/birdwell_01.htm&quot; rel=&quot;nofollow&quot;&gt;article &lt;/a&gt; a few years back on how Valve used the Cabal system for Half-Life. It&#039;s pretty dated, but might be a step in the right direction.

I haven&#039;t watched the video yet, but from your description I&#039;m definitely in the &quot;collaboration&quot; camp. Maybe there are auteurs out there other than Miyomoto, Will Wright, and Sid Meier, but I certainly haven&#039;t met them. What I have met are tons of smart, hard-working people who want to make a great game and do right by the players. 

We all just need to have Valve&#039;s infinite money. :)</description>
		<content:encoded><![CDATA[<p>Gamasutra had an <a href="http://www.gamasutra.com/features/19991210/birdwell_01.htm" rel="nofollow">article </a> a few years back on how Valve used the Cabal system for Half-Life. It&#8217;s pretty dated, but might be a step in the right direction.</p>
<p>I haven&#8217;t watched the video yet, but from your description I&#8217;m definitely in the &#8220;collaboration&#8221; camp. Maybe there are auteurs out there other than Miyomoto, Will Wright, and Sid Meier, but I certainly haven&#8217;t met them. What I have met are tons of smart, hard-working people who want to make a great game and do right by the players. </p>
<p>We all just need to have Valve&#8217;s infinite money. <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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