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	<title>Comments on: Tune: A Game About Game Design</title>
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	<link>http://www.steveswink.com</link>
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		<title>By: savakuda</title>
		<link>http://www.steveswink.com/tune/comment-page-1/#comment-6870</link>
		<dc:creator>savakuda</dc:creator>
		<pubDate>Wed, 19 Sep 2007 19:03:49 +0000</pubDate>
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		<description>nice</description>
		<content:encoded><![CDATA[<p>nice</p>
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		<title>By: sswink</title>
		<link>http://www.steveswink.com/tune/comment-page-1/#comment-917</link>
		<dc:creator>sswink</dc:creator>
		<pubDate>Thu, 19 Oct 2006 19:22:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/tune/#comment-917</guid>
		<description>I&#039;m so pleased you had this experience playing the game, definitely in the sweet spot! 




&lt;blockquote&gt;&quot;I got really lost in the pacing of the game, working out the best numbers to make it so that my pogo-stick thing fell over slowly enough for me to time my jump movements, the best way to make it possible to chain actions together, not controlling my character’s movement around the screen but nudging it now and again to direct it where I wanted&quot;&lt;/blockquote&gt;




This is basically the outline I created of ideal player experience: the enjoyable, meditative experience of tuning a game mechanic. And, of course, you clearly sponged the underlying lesson and understanding about why tuning game mechanics is difficult, what it&#039;s like to do so, and how mechanic tunings relate to the spacing of ojbects in a game world (level design.)  

I&#039;m interested in your final comment, about how games might be good for learning about other domains.  What other domains are you intersted in teaching?  I&#039;m currently wrapping up a project for Cisco systems, a game, which is intended to equip their sales staff with some very specific (and very dry) information about dealing with customers.  It seems like there&#039;s some parity there with what you&#039;re talking about. I feel like if we can teach this dry, statistical info to a bunch of salespeople (which remains to be seen - I&#039;ll let you know how it goes :)) we can teach just about anything through a game.  Drop me an email if you&#039;d be interested in chatting about such things.


Also, I have some changes planned for Tune that I&#039;d be interested to bounce off you, as someone who &#039;got it.&#039;  For instance, working with some different mechanics: 

http://www.steveswink.com/Tune/Tune_D_01.htm

(Pardon the outdated, less than stellar UI implmentation there) 

Thanks for playing! 

-- Steve</description>
		<content:encoded><![CDATA[<p>I&#8217;m so pleased you had this experience playing the game, definitely in the sweet spot! </p>
<blockquote><p>&#8220;I got really lost in the pacing of the game, working out the best numbers to make it so that my pogo-stick thing fell over slowly enough for me to time my jump movements, the best way to make it possible to chain actions together, not controlling my character’s movement around the screen but nudging it now and again to direct it where I wanted&#8221;</p></blockquote>
<p>This is basically the outline I created of ideal player experience: the enjoyable, meditative experience of tuning a game mechanic. And, of course, you clearly sponged the underlying lesson and understanding about why tuning game mechanics is difficult, what it&#8217;s like to do so, and how mechanic tunings relate to the spacing of ojbects in a game world (level design.)  </p>
<p>I&#8217;m interested in your final comment, about how games might be good for learning about other domains.  What other domains are you intersted in teaching?  I&#8217;m currently wrapping up a project for Cisco systems, a game, which is intended to equip their sales staff with some very specific (and very dry) information about dealing with customers.  It seems like there&#8217;s some parity there with what you&#8217;re talking about. I feel like if we can teach this dry, statistical info to a bunch of salespeople (which remains to be seen &#8211; I&#8217;ll let you know how it goes <img src='http://www.steveswink.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> ) we can teach just about anything through a game.  Drop me an email if you&#8217;d be interested in chatting about such things.</p>
<p>Also, I have some changes planned for Tune that I&#8217;d be interested to bounce off you, as someone who &#8216;got it.&#8217;  For instance, working with some different mechanics: </p>
<p><a href="http://www.steveswink.com/Tune/Tune_D_01.htm" rel="nofollow" >http://www.steveswink.com/Tune/Tune_D_01.htm</a></p>
<p>(Pardon the outdated, less than stellar UI implmentation there) </p>
<p>Thanks for playing! </p>
<p>&#8211; Steve</p>
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		<title>By: notebook - Tune</title>
		<link>http://www.steveswink.com/tune/comment-page-1/#comment-916</link>
		<dc:creator>notebook - Tune</dc:creator>
		<pubDate>Thu, 19 Oct 2006 15:34:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/tune/#comment-916</guid>
		<description>[...] Tune is a game that was developed as part of a course at the Art Istitute of Phoenix, in order to give art students the chance to understand the subtleties of tuning game mechanics. In the creator&#8217;s words,  Tune is a game about game design, about tuning game mechanics. Besides controlling the game in the typical way, the player must constantly change the balance of parameters against one another. Depending on the current goal, different tunings of the mechanic will be more or less effective. The successful player will be constantly experimenting with the various parameters, looking for the tuning that best equips them to complete the current goal. Each goal brings a new challenge, and may require a different tuning. [...]</description>
		<content:encoded><![CDATA[<p>[...] Tune is a game that was developed as part of a course at the Art Istitute of Phoenix, in order to give art students the chance to understand the subtleties of tuning game mechanics. In the creator&#8217;s words,  Tune is a game about game design, about tuning game mechanics. Besides controlling the game in the typical way, the player must constantly change the balance of parameters against one another. Depending on the current goal, different tunings of the mechanic will be more or less effective. The successful player will be constantly experimenting with the various parameters, looking for the tuning that best equips them to complete the current goal. Each goal brings a new challenge, and may require a different tuning. [...]</p>
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		<title>By: And Maw! This &#187; My IGF picks</title>
		<link>http://www.steveswink.com/tune/comment-page-1/#comment-458</link>
		<dc:creator>And Maw! This &#187; My IGF picks</dc:creator>
		<pubDate>Tue, 12 Sep 2006 18:43:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/tune/#comment-458</guid>
		<description>[...] Tune - Looks like a very interesting concept, I&#8217;ll play it as soon as I get home and update this entry. [...]</description>
		<content:encoded><![CDATA[<p>[...] Tune &#8211; Looks like a very interesting concept, I&#8217;ll play it as soon as I get home and update this entry. [...]</p>
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	<item>
		<title>By: &#187; Tune Project Update #6</title>
		<link>http://www.steveswink.com/tune/comment-page-1/#comment-292</link>
		<dc:creator>&#187; Tune Project Update #6</dc:creator>
		<pubDate>Wed, 06 Sep 2006 07:45:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/tune/#comment-292</guid>
		<description>[...] Tune Game Page [...]</description>
		<content:encoded><![CDATA[<p>[...] Tune Game Page [...]</p>
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