<?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 on: GDC 2010: Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3</title>
	<atom:link href="http://doublebuffered.com/2010/03/14/gdc-2010-design-in-detail-changing-the-time-between-shots-for-the-sniper-rifle-from-0-5-to-0-7-seconds-for-halo-3/feed/" rel="self" type="application/rss+xml" />
	<link>http://doublebuffered.com/2010/03/14/gdc-2010-design-in-detail-changing-the-time-between-shots-for-the-sniper-rifle-from-0-5-to-0-7-seconds-for-halo-3/</link>
	<description>A Programmer's View of Game Design, Development, and Culture</description>
	<lastBuildDate>Mon, 23 Jan 2012 13:30:27 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.com/</generator>
	<item>
		<title>By: GDC 2010: How to Honestly Lie To Your Players &#171; Double Buffered</title>
		<link>http://doublebuffered.com/2010/03/14/gdc-2010-design-in-detail-changing-the-time-between-shots-for-the-sniper-rifle-from-0-5-to-0-7-seconds-for-halo-3/#comment-920</link>
		<dc:creator><![CDATA[GDC 2010: How to Honestly Lie To Your Players &#171; Double Buffered]]></dc:creator>
		<pubDate>Thu, 25 Mar 2010 08:46:34 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.com/?p=338#comment-920</guid>
		<description><![CDATA[[...] be more truthful the more a game moves away from a conventional Player vs. Environment game. Jaime Griesemer talks about ignoring the literal feedback of players, but never proposes lying to them in a [...]]]></description>
		<content:encoded><![CDATA[<p>[...] be more truthful the more a game moves away from a conventional Player vs. Environment game. Jaime Griesemer talks about ignoring the literal feedback of players, but never proposes lying to them in a [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: JZig</title>
		<link>http://doublebuffered.com/2010/03/14/gdc-2010-design-in-detail-changing-the-time-between-shots-for-the-sniper-rifle-from-0-5-to-0-7-seconds-for-halo-3/#comment-857</link>
		<dc:creator><![CDATA[JZig]]></dc:creator>
		<pubDate>Tue, 16 Mar 2010 22:57:12 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.com/?p=338#comment-857</guid>
		<description><![CDATA[For &quot;Every role has to be filled&quot; it was pretty clear that the way you find new roles is... you try it. Either in paper design or prototyping. There&#039;s no need to go through the deletion process if every role you THINK exists really does exist. I imagine bungie has tried a variety of other roles, and none of them stuck. At least, that&#039;s what I would do when trying to think up new gameplay roles.]]></description>
		<content:encoded><![CDATA[<p>For &#8220;Every role has to be filled&#8221; it was pretty clear that the way you find new roles is&#8230; you try it. Either in paper design or prototyping. There&#8217;s no need to go through the deletion process if every role you THINK exists really does exist. I imagine bungie has tried a variety of other roles, and none of them stuck. At least, that&#8217;s what I would do when trying to think up new gameplay roles.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Aubrey</title>
		<link>http://doublebuffered.com/2010/03/14/gdc-2010-design-in-detail-changing-the-time-between-shots-for-the-sniper-rifle-from-0-5-to-0-7-seconds-for-halo-3/#comment-856</link>
		<dc:creator><![CDATA[Aubrey]]></dc:creator>
		<pubDate>Tue, 16 Mar 2010 22:53:59 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.com/?p=338#comment-856</guid>
		<description><![CDATA[Ben F: the Rock Paper Scissors design is problematic only when every choice is equal. It turns the player&#039;s guessing game into a random choice.

Basically, if I pick scissors, and you *happen* to pick stone, you win, but because you could have equally lost, or drawn, you didn&#039;t make any real decision (past the metaphorical flavour of the choice). Your win was effectively down to chance. Any choice I could have made was as good as another (though my past history of choices may affect yours... people don&#039;t intuitively believe randomness. They tend to want to turn things into a pattern, and can veer toward predictability, too. For the same reason, a million monkeys on a type-writer would not produce the works of shakespere because they&#039;re not likely to work purely randomly).

When the choices are uneven (positive in some ways, drawbacks in others - i.e. the low risk, low reward jabs in streetfighter vs. the high risk, high reward special moves), your decision making process is far more nuanced, and the outcome far more interesting (whether or not you win the attack). Because there&#039;s more weight to the choices of either party, the &quot;yomi&quot; process can begin - you considering what I will consider etc.

You probably already know of him but David Sirlin goes into this stuff in more detail and is well worth a google.]]></description>
		<content:encoded><![CDATA[<p>Ben F: the Rock Paper Scissors design is problematic only when every choice is equal. It turns the player&#8217;s guessing game into a random choice.</p>
<p>Basically, if I pick scissors, and you *happen* to pick stone, you win, but because you could have equally lost, or drawn, you didn&#8217;t make any real decision (past the metaphorical flavour of the choice). Your win was effectively down to chance. Any choice I could have made was as good as another (though my past history of choices may affect yours&#8230; people don&#8217;t intuitively believe randomness. They tend to want to turn things into a pattern, and can veer toward predictability, too. For the same reason, a million monkeys on a type-writer would not produce the works of shakespere because they&#8217;re not likely to work purely randomly).</p>
<p>When the choices are uneven (positive in some ways, drawbacks in others &#8211; i.e. the low risk, low reward jabs in streetfighter vs. the high risk, high reward special moves), your decision making process is far more nuanced, and the outcome far more interesting (whether or not you win the attack). Because there&#8217;s more weight to the choices of either party, the &#8220;yomi&#8221; process can begin &#8211; you considering what I will consider etc.</p>
<p>You probably already know of him but David Sirlin goes into this stuff in more detail and is well worth a google.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Infovore &#187; Links for March 15th</title>
		<link>http://doublebuffered.com/2010/03/14/gdc-2010-design-in-detail-changing-the-time-between-shots-for-the-sniper-rifle-from-0-5-to-0-7-seconds-for-halo-3/#comment-850</link>
		<dc:creator><![CDATA[Infovore &#187; Links for March 15th]]></dc:creator>
		<pubDate>Mon, 15 Mar 2010 13:01:45 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.com/?p=338#comment-850</guid>
		<description><![CDATA[[...] GDC 2010: Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Sec... Ben Zeigler&#039;s notes on Bunge&#039;s Jaime Griesemer&#039;s talk at GDC, all about balancing. Sample quotation: &quot;It can be tricky to balance, because designers can misinterpret competence (getting good at a weapon) with the weapon being balanced. We CANNOT use our intuition at this stage because it will lie to us. Changes will have to be done in larger batches, and we need to avoid bias effects.&quot; Really, the whole thing is jampacked with interesting stuff (not all of which I agree with, but most of it is very good indeed). (tags: bungie games design balance gdc gdc2010 psychology ) [...]]]></description>
		<content:encoded><![CDATA[<p>[...] GDC 2010: Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Sec&#8230; Ben Zeigler&#39;s notes on Bunge&#39;s Jaime Griesemer&#39;s talk at GDC, all about balancing. Sample quotation: &quot;It can be tricky to balance, because designers can misinterpret competence (getting good at a weapon) with the weapon being balanced. We CANNOT use our intuition at this stage because it will lie to us. Changes will have to be done in larger batches, and we need to avoid bias effects.&quot; Really, the whole thing is jampacked with interesting stuff (not all of which I agree with, but most of it is very good indeed). (tags: bungie games design balance gdc gdc2010 psychology ) [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ben F</title>
		<link>http://doublebuffered.com/2010/03/14/gdc-2010-design-in-detail-changing-the-time-between-shots-for-the-sniper-rifle-from-0-5-to-0-7-seconds-for-halo-3/#comment-847</link>
		<dc:creator><![CDATA[Ben F]]></dc:creator>
		<pubDate>Mon, 15 Mar 2010 07:07:08 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.com/?p=338#comment-847</guid>
		<description><![CDATA[Overall a very good talk!

One nitpick: he kept using Rock-Paper-Scissors to demonstrate errors in game design, despite asserting that Rock-Paper-Scissors was horribly designed to begin with.  If Rock-Paper-Scissors isn&#039;t good game design, then showing how it becomes broken in certain cases doesn&#039;t really prove anything.

Also, the &quot;every role has to be filled&quot; statement just seems like nonsense to me - one can always invent new roles, so how would you know when you&#039;ve filled them all?  I think the fact that all FPS games have the same set of weapons has much more to do with genre expectations than with some fundamental law of game design.

Still, very cool talk overall!]]></description>
		<content:encoded><![CDATA[<p>Overall a very good talk!</p>
<p>One nitpick: he kept using Rock-Paper-Scissors to demonstrate errors in game design, despite asserting that Rock-Paper-Scissors was horribly designed to begin with.  If Rock-Paper-Scissors isn&#8217;t good game design, then showing how it becomes broken in certain cases doesn&#8217;t really prove anything.</p>
<p>Also, the &#8220;every role has to be filled&#8221; statement just seems like nonsense to me &#8211; one can always invent new roles, so how would you know when you&#8217;ve filled them all?  I think the fact that all FPS games have the same set of weapons has much more to do with genre expectations than with some fundamental law of game design.</p>
<p>Still, very cool talk overall!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: GDC 2010: Officially a Thing &#171; Double Buffered</title>
		<link>http://doublebuffered.com/2010/03/14/gdc-2010-design-in-detail-changing-the-time-between-shots-for-the-sniper-rifle-from-0-5-to-0-7-seconds-for-halo-3/#comment-846</link>
		<dc:creator><![CDATA[GDC 2010: Officially a Thing &#171; Double Buffered]]></dc:creator>
		<pubDate>Mon, 15 Mar 2010 03:36:24 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.com/?p=338#comment-846</guid>
		<description><![CDATA[[...] 1:30PM: Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3: I&#8217;ve been doing some detail oriented gameplay iteration, so I&#8217;d be happy to pick up some specific tips. I hope it&#8217;s more than just &#8220;cause we said so&#8221; (Posted my frantically written notes) [...]]]></description>
		<content:encoded><![CDATA[<p>[...] 1:30PM: Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3: I&#8217;ve been doing some detail oriented gameplay iteration, so I&#8217;d be happy to pick up some specific tips. I hope it&#8217;s more than just &#8220;cause we said so&#8221; (Posted my frantically written notes) [...]</p>
]]></content:encoded>
	</item>
</channel>
</rss>

