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	<title>Comments on: Video Game in 10 Years</title>
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		<title>By: Pedro Godoi (Brazil)</title>
		<link>http://thatgamecompany.com/our-game-design-philosophy/video-game-in-10-years/comment-page-1/#comment-442</link>
		<dc:creator>Pedro Godoi (Brazil)</dc:creator>
		<pubDate>Sun, 29 Mar 2009 18:59:59 +0000</pubDate>
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		<description>Thanks for posting.</description>
		<content:encoded><![CDATA[<p>Thanks for posting.</p>
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		<title>By: Shawn Choi</title>
		<link>http://thatgamecompany.com/our-game-design-philosophy/video-game-in-10-years/comment-page-1/#comment-441</link>
		<dc:creator>Shawn Choi</dc:creator>
		<pubDate>Fri, 27 Mar 2009 21:18:27 +0000</pubDate>
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		<description>Great presentation, Jenova! There was a long sound glitch around the 9 minute mark where you went to talk about toys. I&#039;d be interested if you could elaborate on what was said. That Iraq comment made me chuckle a bit, but anyway, after watching your presentation, you&#039;ve managed to shift my view on why games are &quot;fun.&quot; Even when going to school and taking a game design course, never once have I thought about what this &quot;fun&quot; meant. The part where things were broken down into 4 categories, stimulation, empowerment, zoning, and immersion. I suppose in RPGs, something like leveling up would be both stimulating and empowering, because...well you get stronger. I suppose I&#039;ve always felt this way, but never really found the words for it. I&#039;ve always found &quot;social games,&quot; such as MMOs...well...social, since I suppose they were meant to be. But I did take in all your points and why they really fail in the social aspect. It&#039;ll be interesting to see how text will be able to reveal tone rather than JUST TALKING LIKE THIS SO I CAN YELL OVER THE INTERNET. In any case, keep doing what you guys are doing!</description>
		<content:encoded><![CDATA[<p>Great presentation, Jenova! There was a long sound glitch around the 9 minute mark where you went to talk about toys. I&#8217;d be interested if you could elaborate on what was said. That Iraq comment made me chuckle a bit, but anyway, after watching your presentation, you&#8217;ve managed to shift my view on why games are &#8220;fun.&#8221; Even when going to school and taking a game design course, never once have I thought about what this &#8220;fun&#8221; meant. The part where things were broken down into 4 categories, stimulation, empowerment, zoning, and immersion. I suppose in RPGs, something like leveling up would be both stimulating and empowering, because&#8230;well you get stronger. I suppose I&#8217;ve always felt this way, but never really found the words for it. I&#8217;ve always found &#8220;social games,&#8221; such as MMOs&#8230;well&#8230;social, since I suppose they were meant to be. But I did take in all your points and why they really fail in the social aspect. It&#8217;ll be interesting to see how text will be able to reveal tone rather than JUST TALKING LIKE THIS SO I CAN YELL OVER THE INTERNET. In any case, keep doing what you guys are doing!</p>
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