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	<title>Comments on: Hidden Fun</title>
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		<title>By: Aldo</title>
		<link>http://www.steveswink.com/posts/hidden-fun/comment-page-1/#comment-3596</link>
		<dc:creator>Aldo</dc:creator>
		<pubDate>Wed, 06 Jun 2007 08:44:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/posts/hidden-fun/#comment-3596</guid>
		<description>Another cool idea for the game, would be something like...finding homonyms. E.g: Find &quot;bill&quot;...and there would be a dollar bill...a duck&#039;s bill...stuff like that. Also, I think the fun of this game might come while playing with other people...you can play it with anyone, they don&#039;t need to be computer literate or play any other types of games. Imagine playing it with a little kid and you&#039;re racing to see who can find the most or find a certain one first.</description>
		<content:encoded><![CDATA[<p>Another cool idea for the game, would be something like&#8230;finding homonyms. E.g: Find &#8220;bill&#8221;&#8230;and there would be a dollar bill&#8230;a duck&#8217;s bill&#8230;stuff like that. Also, I think the fun of this game might come while playing with other people&#8230;you can play it with anyone, they don&#8217;t need to be computer literate or play any other types of games. Imagine playing it with a little kid and you&#8217;re racing to see who can find the most or find a certain one first.</p>
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		<title>By: RohoMech</title>
		<link>http://www.steveswink.com/posts/hidden-fun/comment-page-1/#comment-3479</link>
		<dc:creator>RohoMech</dc:creator>
		<pubDate>Sat, 02 Jun 2007 19:05:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/posts/hidden-fun/#comment-3479</guid>
		<description>I think a large part of the appeal is exploration...people like to discover things, wander around.

I&#039;d say Myst falls into a *similar* category, a huge part of certain puzzles revolves around discovering what interactions you can do.  Think how different the game would be if at each screen you were presented with a list of possible actions.  You&#039;d quickly read the list, ignore the artwork, and flip over to puzzle solving mode.</description>
		<content:encoded><![CDATA[<p>I think a large part of the appeal is exploration&#8230;people like to discover things, wander around.</p>
<p>I&#8217;d say Myst falls into a *similar* category, a huge part of certain puzzles revolves around discovering what interactions you can do.  Think how different the game would be if at each screen you were presented with a list of possible actions.  You&#8217;d quickly read the list, ignore the artwork, and flip over to puzzle solving mode.</p>
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		<title>By: Derek</title>
		<link>http://www.steveswink.com/posts/hidden-fun/comment-page-1/#comment-3475</link>
		<dc:creator>Derek</dc:creator>
		<pubDate>Sat, 02 Jun 2007 15:09:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/posts/hidden-fun/#comment-3475</guid>
		<description>The same reason people bought that &quot;Big Game Hunter&quot; crap.  :(</description>
		<content:encoded><![CDATA[<p>The same reason people bought that &#8220;Big Game Hunter&#8221; crap.  <img src='http://www.steveswink.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
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		<title>By: Impossible</title>
		<link>http://www.steveswink.com/posts/hidden-fun/comment-page-1/#comment-3462</link>
		<dc:creator>Impossible</dc:creator>
		<pubDate>Sat, 02 Jun 2007 04:31:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/posts/hidden-fun/#comment-3462</guid>
		<description>Funny thing is I&#039;m not a huge fan of Bejeweled 2 and I think Grimm&#039;s Hatchery, outside of the theme and artwork, is pretty mediocre, but I can see the appeal of hidden item games. 

Hidden object games are finding specific patterns (objects) in noise. Its the same exact appeal that I Spy or Where&#039;s Waldo books have, people like finding stuff... You have a good point in that as you progress you have less objects to find. Maybe an interesting twist on the theme would be giving it a more match 3 like structure.  Find patterns in noise, but those patterns &quot;refill&quot; as you find or clear them.  

The trick is introducing new objects without making it immediately apparent where they are.  Maybe you could not have matches with new objects until 7-8 appeared afterward. It might also be possible to slowly fade in objects (or even fade them out) so its not so apparent they are popping in.</description>
		<content:encoded><![CDATA[<p>Funny thing is I&#8217;m not a huge fan of Bejeweled 2 and I think Grimm&#8217;s Hatchery, outside of the theme and artwork, is pretty mediocre, but I can see the appeal of hidden item games. </p>
<p>Hidden object games are finding specific patterns (objects) in noise. Its the same exact appeal that I Spy or Where&#8217;s Waldo books have, people like finding stuff&#8230; You have a good point in that as you progress you have less objects to find. Maybe an interesting twist on the theme would be giving it a more match 3 like structure.  Find patterns in noise, but those patterns &#8220;refill&#8221; as you find or clear them.  </p>
<p>The trick is introducing new objects without making it immediately apparent where they are.  Maybe you could not have matches with new objects until 7-8 appeared afterward. It might also be possible to slowly fade in objects (or even fade them out) so its not so apparent they are popping in.</p>
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