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	<title>Comments on: What makes a fun adventure game?</title>
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	<link>http://arcadeberg.com/causerie/what-makes-a-fun-adventure-game/</link>
	<description>aka. &#34;Learning Game Design with Arcade Berg&#34;</description>
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		<title>By: Arcade</title>
		<link>http://arcadeberg.com/causerie/what-makes-a-fun-adventure-game/comment-page-1/#comment-3887</link>
		<dc:creator>Arcade</dc:creator>
		<pubDate>Wed, 25 Nov 2009 14:33:52 +0000</pubDate>
		<guid isPermaLink="false">http://arcadeberg.com/?p=875#comment-3887</guid>
		<description>@Mike C
Thanks. 
I&#039;m currently juiced up on energy drinks though, because I have work to do.

I really appreciate those two points and I&#039;ll try to discuss them a bit later on in my post about it. I especially like your first one, about the semantics of failing. Good tips!</description>
		<content:encoded><![CDATA[<p>@Mike C<br />
Thanks.<br />
I&#8217;m currently juiced up on energy drinks though, because I have work to do.</p>
<p>I really appreciate those two points and I&#8217;ll try to discuss them a bit later on in my post about it. I especially like your first one, about the semantics of failing. Good tips!</p>
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		<title>By: Mike C</title>
		<link>http://arcadeberg.com/causerie/what-makes-a-fun-adventure-game/comment-page-1/#comment-3886</link>
		<dc:creator>Mike C</dc:creator>
		<pubDate>Wed, 25 Nov 2009 14:28:49 +0000</pubDate>
		<guid isPermaLink="false">http://arcadeberg.com/?p=875#comment-3886</guid>
		<description>Nice post, Arcade.  Sorry to hear you&#039;re sick.  You threw out several good ideas about this niche of gaming, but what really perked my ears (err...eyes... whatever) was the idea that mistakes ought to be fun.

Two ideas I want to draw out of that, then I&#039;ll go about trying to implement them myself:

1. Making mistakes is not the same thing as failing.  That&#039;s key.  Remember the precursor to point and click adventures?  That&#039;s right, text adventures.  What does everyone remember from those games?  Expectations were unclear and ever mistake meant death.  And that&#039;s why the genre was so narrow and is basically extinct.

2. If thinking/learning is a core concept of a game, you have to nurture that - and that means encouraging experimentation.  The best way to encourage anything in a game?  Make it fun.  Interestingly, in my experience players will often sink massive time into peripheral activities (things that don&#039;t really help, or have very small gains in the overall game) if they&#039;re fun.</description>
		<content:encoded><![CDATA[<p>Nice post, Arcade.  Sorry to hear you&#8217;re sick.  You threw out several good ideas about this niche of gaming, but what really perked my ears (err&#8230;eyes&#8230; whatever) was the idea that mistakes ought to be fun.</p>
<p>Two ideas I want to draw out of that, then I&#8217;ll go about trying to implement them myself:</p>
<p>1. Making mistakes is not the same thing as failing.  That&#8217;s key.  Remember the precursor to point and click adventures?  That&#8217;s right, text adventures.  What does everyone remember from those games?  Expectations were unclear and ever mistake meant death.  And that&#8217;s why the genre was so narrow and is basically extinct.</p>
<p>2. If thinking/learning is a core concept of a game, you have to nurture that &#8211; and that means encouraging experimentation.  The best way to encourage anything in a game?  Make it fun.  Interestingly, in my experience players will often sink massive time into peripheral activities (things that don&#8217;t really help, or have very small gains in the overall game) if they&#8217;re fun.</p>
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