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	<title>AlwaysOn Technologies &#187; game design</title>
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	<link>http://www.alwaysontechnologies.com</link>
	<description>Bringing Cloud Computing to the Consumer</description>
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		<title>Empathy for the Daemon, or are you a good simulator?</title>
		<link>http://www.alwaysontechnologies.com/blog/2010/03/16/empathy-for-the-daemon-or-are-you-a-good-simulator/</link>
		<comments>http://www.alwaysontechnologies.com/blog/2010/03/16/empathy-for-the-daemon-or-are-you-a-good-simulator/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 20:56:44 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[Video Gaming]]></category>
		<category><![CDATA[Empathy]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[Psychology]]></category>
		<category><![CDATA[sid meier]]></category>

		<guid isPermaLink="false">http://www.alwaysontechnologies.com/?p=367</guid>
		<description><![CDATA[Game designer Sid Meier, creator of the &#8220;Civilization&#8221; series of video games gave a talk recently called &#8220;The Psychology of Game Design (Everything You Know Is Wrong).&#8221; His main thesis was that game designer have to understand the player&#8217;s psychology when designing the gameplay elements and gave some examples from his games which violated player <a href="http://www.alwaysontechnologies.com/blog/2010/03/16/empathy-for-the-daemon-or-are-you-a-good-simulator/" class="more-link">More &#62;</a>]]></description>
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		<title>Make Better Games by Reducing Interactivity</title>
		<link>http://www.alwaysontechnologies.com/blog/2008/06/29/make-better-games-by-reducing-interactivity/</link>
		<comments>http://www.alwaysontechnologies.com/blog/2008/06/29/make-better-games-by-reducing-interactivity/#comments</comments>
		<pubDate>Sun, 29 Jun 2008 18:04:43 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
				<category><![CDATA[Video Gaming]]></category>
		<category><![CDATA[bioshock]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game developer]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[Inafune]]></category>
		<category><![CDATA[miyamoto]]></category>
		<category><![CDATA[portal]]></category>
		<category><![CDATA[Valve]]></category>

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		<description><![CDATA[Most people believe that interactivity is what separates games from other kinds of media, so how can you make games better by taking away that advantage? Back when we were creating the interface on BioShock, Ken was the one who always pushed for a simpler interface. The main method we used was to remove options <a href="http://www.alwaysontechnologies.com/blog/2008/06/29/make-better-games-by-reducing-interactivity/" class="more-link">More &#62;</a>]]></description>
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