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	<title>AlwaysOn Technologies &#187; Video Gaming</title>
	<atom:link href="http://www.alwaysontechnologies.com/blog/topics/video-gaming/feed/" rel="self" type="application/rss+xml" />
	<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>
		<wfw:commentRss>http://www.alwaysontechnologies.com/blog/2010/03/16/empathy-for-the-daemon-or-are-you-a-good-simulator/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>I Didn&#8217;t Join the Video Games Industry to Make Glorified Random Number Generators</title>
		<link>http://www.alwaysontechnologies.com/blog/2010/03/08/i-didnt-join-the-video-games-industry-to-make-glorified-random-number-generators/</link>
		<comments>http://www.alwaysontechnologies.com/blog/2010/03/08/i-didnt-join-the-video-games-industry-to-make-glorified-random-number-generators/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 00:46:03 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
				<category><![CDATA[Video Gaming]]></category>
		<category><![CDATA[engagement]]></category>
		<category><![CDATA[enjoyment]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[franchise]]></category>
		<category><![CDATA[future]]></category>
		<category><![CDATA[games industry]]></category>

		<guid isPermaLink="false">http://www.alwaysontechnologies.com/?p=362</guid>
		<description><![CDATA[I said that last night while discussing the state of Flash/Facebook games with my friend David. Cracked.com has a great article explaining some of the techniques video games use to keep players engaged. Notice that I said engaged, not entertained. They are two different things. Games used to want players to have fun so they <a href="http://www.alwaysontechnologies.com/blog/2010/03/08/i-didnt-join-the-video-games-industry-to-make-glorified-random-number-generators/" class="more-link">More &#62;</a>]]></description>
		<wfw:commentRss>http://www.alwaysontechnologies.com/blog/2010/03/08/i-didnt-join-the-video-games-industry-to-make-glorified-random-number-generators/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>How iPad Multitasking Might Work</title>
		<link>http://www.alwaysontechnologies.com/blog/2010/02/10/how-ipad-multitasking-might-work/</link>
		<comments>http://www.alwaysontechnologies.com/blog/2010/02/10/how-ipad-multitasking-might-work/#comments</comments>
		<pubDate>Wed, 10 Feb 2010 20:16:10 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[Video Gaming]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[game consoles]]></category>
		<category><![CDATA[game developer]]></category>
		<category><![CDATA[ipad]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[multitask]]></category>

		<guid isPermaLink="false">http://www.alwaysontechnologies.com/?p=222</guid>
		<description><![CDATA[There has been much complaining on the web about how iPad doesn&#8217;t support multitasking, and little analysis of why Apple doesn&#8217;t allow it. Adam C. Engst wrote up a great analysis of the types of benefits that multitasking can provide and what technology is required to achieve those benefits. I&#8217;d like to approach the question <a href="http://www.alwaysontechnologies.com/blog/2010/02/10/how-ipad-multitasking-might-work/" class="more-link">More &#62;</a>]]></description>
		<wfw:commentRss>http://www.alwaysontechnologies.com/blog/2010/02/10/how-ipad-multitasking-might-work/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Making Games Look Fun</title>
		<link>http://www.alwaysontechnologies.com/blog/2008/10/18/making-games-look-fun/</link>
		<comments>http://www.alwaysontechnologies.com/blog/2008/10/18/making-games-look-fun/#comments</comments>
		<pubDate>Sat, 18 Oct 2008 18:55:12 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
				<category><![CDATA[Video Gaming]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/10/18/making-games-look-fun/</guid>
		<description><![CDATA[Video games are suppose to be fun to play, but what about to watch? A famous name in Japan&#8217;s video game culture is Takahashi-meijin who&#8217;s special gift is making games look fun. In shooting games, if you want to get high scores, you shoot the enemies as soon as they appear on the screen, but <a href="http://www.alwaysontechnologies.com/blog/2008/10/18/making-games-look-fun/" class="more-link">More &#62;</a>]]></description>
		<wfw:commentRss>http://www.alwaysontechnologies.com/blog/2008/10/18/making-games-look-fun/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Game Developers Are From Mercury and Marketing Is From Neptune</title>
		<link>http://www.alwaysontechnologies.com/blog/2008/09/20/game-developers-are-from-mercury-and-marketing-is-from-neptune/</link>
		<comments>http://www.alwaysontechnologies.com/blog/2008/09/20/game-developers-are-from-mercury-and-marketing-is-from-neptune/#comments</comments>
		<pubDate>Sat, 20 Sep 2008 17:53:46 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
				<category><![CDATA[Video Gaming]]></category>
		<category><![CDATA[game developer]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[okami]]></category>
		<category><![CDATA[psychonauts]]></category>
		<category><![CDATA[publisher]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/09/20/game-developers-are-from-mercury-and-marketing-is-from-neptune/</guid>
		<description><![CDATA[One of the big bogeymen in stories that developers tell each other is the &#8220;Marketing Department.&#8221; The story always ends up the same way, &#8220;and then we had to change the game &#8230; for the worse.&#8221; If you read any developer&#8217;s blogs, it is clear that most don&#8217;t hold marketing in high esteem. They are <a href="http://www.alwaysontechnologies.com/blog/2008/09/20/game-developers-are-from-mercury-and-marketing-is-from-neptune/" class="more-link">More &#62;</a>]]></description>
		<wfw:commentRss>http://www.alwaysontechnologies.com/blog/2008/09/20/game-developers-are-from-mercury-and-marketing-is-from-neptune/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Why Carmack&#8217;s iPhone Visual Tour De Force Will Flop</title>
		<link>http://www.alwaysontechnologies.com/blog/2008/08/07/why-carmacks-iphone-visual-tour-de-force-will-flop/</link>
		<comments>http://www.alwaysontechnologies.com/blog/2008/08/07/why-carmacks-iphone-visual-tour-de-force-will-flop/#comments</comments>
		<pubDate>Thu, 07 Aug 2008 05:02:23 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
				<category><![CDATA[Video Gaming]]></category>
		<category><![CDATA[battery]]></category>
		<category><![CDATA[carmack]]></category>
		<category><![CDATA[crysis]]></category>
		<category><![CDATA[DS]]></category>
		<category><![CDATA[god of war]]></category>
		<category><![CDATA[GTA IV]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[mgs 4]]></category>
		<category><![CDATA[Nintendogs]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[soulcalibur 4]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/08/07/why-carmacks-iphone-visual-tour-de-force-will-flop/</guid>
		<description><![CDATA[Two words, &#8220;Battery Life.&#8221; I have no doubts about Mr. Carmack&#8217;s technical ability. His games defined &#8216;cutting edge&#8217; graphics on the PC for many years. But even he can&#8217;t fight against the biggest weakness of the iPhone, a short battery life. A &#8220;graphical tour de force&#8221; iPhone game would be cool and I would very <a href="http://www.alwaysontechnologies.com/blog/2008/08/07/why-carmacks-iphone-visual-tour-de-force-will-flop/" class="more-link">More &#62;</a>]]></description>
		<wfw:commentRss>http://www.alwaysontechnologies.com/blog/2008/08/07/why-carmacks-iphone-visual-tour-de-force-will-flop/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Why the Games Industry Needs E3</title>
		<link>http://www.alwaysontechnologies.com/blog/2008/07/19/why-the-games-industry-needs-e3/</link>
		<comments>http://www.alwaysontechnologies.com/blog/2008/07/19/why-the-games-industry-needs-e3/#comments</comments>
		<pubDate>Sun, 20 Jul 2008 03:58:17 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
				<category><![CDATA[Video Gaming]]></category>
		<category><![CDATA[E3]]></category>
		<category><![CDATA[ESA]]></category>
		<category><![CDATA[games industry]]></category>
		<category><![CDATA[hollywood]]></category>
		<category><![CDATA[video game culture]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/07/19/why-the-games-industry-needs-e3/</guid>
		<description><![CDATA[Apprently it is news to some people that E3 is dead. I wrote my own eulogy to E3 a couple of month ago, around the time E3 is suppose to take place. The real E3, not whatever just happened last week. E3 was important to the industry because it represented gaming as a &#8220;Culture&#8221; and <a href="http://www.alwaysontechnologies.com/blog/2008/07/19/why-the-games-industry-needs-e3/" class="more-link">More &#62;</a>]]></description>
		<wfw:commentRss>http://www.alwaysontechnologies.com/blog/2008/07/19/why-the-games-industry-needs-e3/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Have Sony Been Preparing Gamers for Losing the Final Fantasy XIII Exclusive?</title>
		<link>http://www.alwaysontechnologies.com/blog/2008/07/15/have-sony-been-preparing-gamers-for-losing-the-final-fantasy-xiii-exclusive/</link>
		<comments>http://www.alwaysontechnologies.com/blog/2008/07/15/have-sony-been-preparing-gamers-for-losing-the-final-fantasy-xiii-exclusive/#comments</comments>
		<pubDate>Tue, 15 Jul 2008 19:06:41 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
				<category><![CDATA[Video Gaming]]></category>
		<category><![CDATA[E3]]></category>
		<category><![CDATA[exclusives]]></category>
		<category><![CDATA[Final Fantasy XIII]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[metal gear solid 4]]></category>
		<category><![CDATA[microsoft]]></category>
		<category><![CDATA[sony]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/07/15/have-sony-been-preparing-gamers-for-losing-the-final-fantasy-xiii-exclusive/</guid>
		<description><![CDATA[Square-Enix announced that Final Fantasy XIII is coming to 360 during Microsoft&#8217;s E3 press conference yesterday. It came as a surprise to many people and has already gotten plenty of reaction from people. But I bet it wasn&#8217;t a surprise for Sony, since a deal between Square-Enix and Microsoft must have been in the works <a href="http://www.alwaysontechnologies.com/blog/2008/07/15/have-sony-been-preparing-gamers-for-losing-the-final-fantasy-xiii-exclusive/" class="more-link">More &#62;</a>]]></description>
		<wfw:commentRss>http://www.alwaysontechnologies.com/blog/2008/07/15/have-sony-been-preparing-gamers-for-losing-the-final-fantasy-xiii-exclusive/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Cast of Characters pt 2 : the Broken</title>
		<link>http://www.alwaysontechnologies.com/blog/2008/07/02/cast-of-characters-pt-2-the-broken/</link>
		<comments>http://www.alwaysontechnologies.com/blog/2008/07/02/cast-of-characters-pt-2-the-broken/#comments</comments>
		<pubDate>Thu, 03 Jul 2008 03:52:46 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
				<category><![CDATA[Video Gaming]]></category>
		<category><![CDATA[bioshock]]></category>
		<category><![CDATA[Burnout]]></category>
		<category><![CDATA[game developer]]></category>
		<category><![CDATA[games industry]]></category>
		<category><![CDATA[Irrational]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/07/02/cast-of-characters-pt-2-the-broken/</guid>
		<description><![CDATA[If you want to work in the games industry, know that it is filled with geeky guys. Be prepared to put up with a certain amount of ‘eccentricities.’ In this series, I offer up a sampling of the types of people you might meet in your journey. Last time I talked about the &#8216;Burnout&#8217;, this <a href="http://www.alwaysontechnologies.com/blog/2008/07/02/cast-of-characters-pt-2-the-broken/" class="more-link">More &#62;</a>]]></description>
		<wfw:commentRss>http://www.alwaysontechnologies.com/blog/2008/07/02/cast-of-characters-pt-2-the-broken/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/06/29/make-better-games-by-reducing-interactivity/</guid>
		<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>
		<wfw:commentRss>http://www.alwaysontechnologies.com/blog/2008/06/29/make-better-games-by-reducing-interactivity/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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