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	<title>Comments on: Video Game Deconstruction Techniques?</title>
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	<link>http://www.steveswink.com/posts/video-game-deconstruction-techniques/</link>
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		<title>By: pixelalo.com</title>
		<link>http://www.steveswink.com/posts/video-game-deconstruction-techniques/comment-page-1/#comment-8189</link>
		<dc:creator>pixelalo.com</dc:creator>
		<pubDate>Sun, 21 Oct 2007 19:47:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/posts/video-game-deconstruction-techniques/#comment-8189</guid>
		<description>&lt;strong&gt;Deconstrucción y análisis de videojuegos&lt;/strong&gt;

El autor de este artículo reflex´ona sobre los métodos que hay para analizar un juego y sacar sus puntos fuertes y débiles en cuanto a usabilidad, capacidad de mantener el interés, jugabilidad, premios, etc.</description>
		<content:encoded><![CDATA[<p><strong>Deconstrucción y análisis de videojuegos</strong></p>
<p>El autor de este artículo reflex´ona sobre los métodos que hay para analizar un juego y sacar sus puntos fuertes y débiles en cuanto a usabilidad, capacidad de mantener el interés, jugabilidad, premios, etc.</p>
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		<title>By: sswink</title>
		<link>http://www.steveswink.com/posts/video-game-deconstruction-techniques/comment-page-1/#comment-8183</link>
		<dc:creator>sswink</dc:creator>
		<pubDate>Sun, 21 Oct 2007 16:40:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/posts/video-game-deconstruction-techniques/#comment-8183</guid>
		<description>@Marc: Yeah, that&#039;s a great approach. Chris Crawford on Game Design has my favorite breakdown of cognitive skills (with examples.)  As he would say, it appeals to my simple mind :).  I would be super interested in further reading on the subject, though.  Is there a good starting point for understanding all the different cognitive skills at a deeper level, or have then been categorized in some smart way by someone smart?</description>
		<content:encoded><![CDATA[<p>@Marc: Yeah, that&#8217;s a great approach. Chris Crawford on Game Design has my favorite breakdown of cognitive skills (with examples.)  As he would say, it appeals to my simple mind <img src='http://www.steveswink.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .  I would be super interested in further reading on the subject, though.  Is there a good starting point for understanding all the different cognitive skills at a deeper level, or have then been categorized in some smart way by someone smart?</p>
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		<title>By: sswink</title>
		<link>http://www.steveswink.com/posts/video-game-deconstruction-techniques/comment-page-1/#comment-8138</link>
		<dc:creator>sswink</dc:creator>
		<pubDate>Sat, 20 Oct 2007 04:35:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/posts/video-game-deconstruction-techniques/#comment-8138</guid>
		<description>Oh snap, didn&#039;t know that was on the tubes. Fixed!</description>
		<content:encoded><![CDATA[<p>Oh snap, didn&#8217;t know that was on the tubes. Fixed!</p>
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		<title>By: Matthew</title>
		<link>http://www.steveswink.com/posts/video-game-deconstruction-techniques/comment-page-1/#comment-8132</link>
		<dc:creator>Matthew</dc:creator>
		<pubDate>Fri, 19 Oct 2007 23:53:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/posts/video-game-deconstruction-techniques/#comment-8132</guid>
		<description>My slides with that HL2 example are available from http://www.igda-phx.org/resources.php?id=5 (it&#039;s an old IGDA Phoenix talk).  Credits plz :P</description>
		<content:encoded><![CDATA[<p>My slides with that HL2 example are available from <a href="http://www.igda-phx.org/resources.php?id=5" rel="nofollow">http://www.igda-phx.org/resources.php?id=5</a> (it&#8217;s an old IGDA Phoenix talk).  Credits plz <img src='http://www.steveswink.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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		<title>By: derek</title>
		<link>http://www.steveswink.com/posts/video-game-deconstruction-techniques/comment-page-1/#comment-8116</link>
		<dc:creator>derek</dc:creator>
		<pubDate>Fri, 19 Oct 2007 16:44:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/posts/video-game-deconstruction-techniques/#comment-8116</guid>
		<description>btw.  Portal = for the GOOOOOOOOOAAAAAAAAAAAALLLL!!  BRAAAAZIIIIL!!!   BRAZZZIIIIILLLLL!!</description>
		<content:encoded><![CDATA[<p>btw.  Portal = for the GOOOOOOOOOAAAAAAAAAAAALLLL!!  BRAAAAZIIIIL!!!   BRAZZZIIIIILLLLL!!</p>
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		<title>By: derek</title>
		<link>http://www.steveswink.com/posts/video-game-deconstruction-techniques/comment-page-1/#comment-8115</link>
		<dc:creator>derek</dc:creator>
		<pubDate>Fri, 19 Oct 2007 16:37:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/posts/video-game-deconstruction-techniques/#comment-8115</guid>
		<description>That&#039;s a big Swinkie,

I find that your last example combined with the &quot;granularity&quot; concept is how I deconstruct most of my stuff.  I think I&#039;ve had some pretty successful levels that I put together based off of Valve&#039;s concept of &quot;vistas&quot;.  When Half-Life came out, I read some kind of design doc that turned me onto the idea.  It takes a lot of time to implement, though.  

Basically, the idea is that the player should be rewarded by some kind of &quot;scene&quot; that shows them they are making progress.  Each &quot;scene&quot; consists of some kind of landmark (such as the helicopter or the dam in Half-Life) that is followed with an experience that occurs with that landmark.  Therefore, there&#039;s not just one long memorable experience of playing the game where it all gets lost.  It&#039;s breadcrumbs to a series of events.  Whereas the player&#039;s immediate motivation might be to find a way out of the command bunker, they&#039;ll know when they&#039;ve found the way out because of the fight with the helicopter.  That &quot;experience&quot; signals the end of their search.

I find that using this method, I can tease the player into seeing areas where they know &quot;something&quot; is going to happen and then leading them past the area only to return for some kind of event.  This way, you&#039;re using the granularity concept to make sure that the player is always feeling certain things at certain times to affirm that they&#039;re doing the right thing.  It also makes the accomplishment factor higher because the player is proud of getting to that point.  These vistas really make the individual experiences come together.  It&#039;s like an interactive progress meter for the player.

That&#039;s my 2 cents, anyways.</description>
		<content:encoded><![CDATA[<p>That&#8217;s a big Swinkie,</p>
<p>I find that your last example combined with the &#8220;granularity&#8221; concept is how I deconstruct most of my stuff.  I think I&#8217;ve had some pretty successful levels that I put together based off of Valve&#8217;s concept of &#8220;vistas&#8221;.  When Half-Life came out, I read some kind of design doc that turned me onto the idea.  It takes a lot of time to implement, though.  </p>
<p>Basically, the idea is that the player should be rewarded by some kind of &#8220;scene&#8221; that shows them they are making progress.  Each &#8220;scene&#8221; consists of some kind of landmark (such as the helicopter or the dam in Half-Life) that is followed with an experience that occurs with that landmark.  Therefore, there&#8217;s not just one long memorable experience of playing the game where it all gets lost.  It&#8217;s breadcrumbs to a series of events.  Whereas the player&#8217;s immediate motivation might be to find a way out of the command bunker, they&#8217;ll know when they&#8217;ve found the way out because of the fight with the helicopter.  That &#8220;experience&#8221; signals the end of their search.</p>
<p>I find that using this method, I can tease the player into seeing areas where they know &#8220;something&#8221; is going to happen and then leading them past the area only to return for some kind of event.  This way, you&#8217;re using the granularity concept to make sure that the player is always feeling certain things at certain times to affirm that they&#8217;re doing the right thing.  It also makes the accomplishment factor higher because the player is proud of getting to that point.  These vistas really make the individual experiences come together.  It&#8217;s like an interactive progress meter for the player.</p>
<p>That&#8217;s my 2 cents, anyways.</p>
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		<title>By: Marc</title>
		<link>http://www.steveswink.com/posts/video-game-deconstruction-techniques/comment-page-1/#comment-8075</link>
		<dc:creator>Marc</dc:creator>
		<pubDate>Thu, 18 Oct 2007 19:09:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/posts/video-game-deconstruction-techniques/#comment-8075</guid>
		<description>I find it useful to deconstruct games by the cognitive skills that are brought to bear upon it. How much memory is involved? How many ways is your attention divided? How do you learn implicit memory movements while consciously keeping a nested goal structure in mind? Do you have to find patterns? Can things be represented symbolically?
Admittedly, this is low-level, and doesn&#039;t explicitly deal with deep emotional experiences, but cognitive workload is a great way to study flow. Comparing skill level to task demands while taking learning via repetition and reinforcement into account can yield insights into pacing difficulty properly, and training in general.</description>
		<content:encoded><![CDATA[<p>I find it useful to deconstruct games by the cognitive skills that are brought to bear upon it. How much memory is involved? How many ways is your attention divided? How do you learn implicit memory movements while consciously keeping a nested goal structure in mind? Do you have to find patterns? Can things be represented symbolically?<br />
Admittedly, this is low-level, and doesn&#8217;t explicitly deal with deep emotional experiences, but cognitive workload is a great way to study flow. Comparing skill level to task demands while taking learning via repetition and reinforcement into account can yield insights into pacing difficulty properly, and training in general.</p>
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