<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Difficulty Systems 101</title>
	<atom:link href="http://arcadeberg.com/web/difficulty-systems-101/feed/" rel="self" type="application/rss+xml" />
	<link>http://arcadeberg.com/web/difficulty-systems-101/</link>
	<description>aka. &#34;Learning Game Design with Arcade Berg&#34;</description>
	<lastBuildDate>Sun, 04 Dec 2011 00:32:29 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
	<item>
		<title>By: Arcade</title>
		<link>http://arcadeberg.com/web/difficulty-systems-101/comment-page-1/#comment-2304</link>
		<dc:creator>Arcade</dc:creator>
		<pubDate>Sat, 18 Jul 2009 11:30:22 +0000</pubDate>
		<guid isPermaLink="false">http://arcadeberg.com/?p=611#comment-2304</guid>
		<description>@Joshua Lindberg
That was my favorite idea of the text.

(I&#039;ll just delete your duplicate comment from the other post, as I assume it was a mistake.)</description>
		<content:encoded><![CDATA[<p>@Joshua Lindberg<br />
That was my favorite idea of the text.</p>
<p>(I&#8217;ll just delete your duplicate comment from the other post, as I assume it was a mistake.)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Joshua Lindberg</title>
		<link>http://arcadeberg.com/web/difficulty-systems-101/comment-page-1/#comment-2302</link>
		<dc:creator>Joshua Lindberg</dc:creator>
		<pubDate>Sat, 18 Jul 2009 11:23:13 +0000</pubDate>
		<guid isPermaLink="false">http://arcadeberg.com/?p=611#comment-2302</guid>
		<description>‘imagine if the enemies in an FPS started wearing armour in later levels that directly corresponded to how you went about killing them in earlier levels, or simply learnt to stay away from explosive barrels if you kept blowing them up?’

That idea I -like-. It actually kind of connects to your idea of enemies growing stronger and the player weaker. They’re slowly assimilating to how the player fights them, causing the player to adopt a new strategy and thus be weak for a few games.

The game would have to sport massive amounts of game time otherwise the assimilation will happen too quickly or the player will never have the time to develop a new strategy …</description>
		<content:encoded><![CDATA[<p>‘imagine if the enemies in an FPS started wearing armour in later levels that directly corresponded to how you went about killing them in earlier levels, or simply learnt to stay away from explosive barrels if you kept blowing them up?’</p>
<p>That idea I -like-. It actually kind of connects to your idea of enemies growing stronger and the player weaker. They’re slowly assimilating to how the player fights them, causing the player to adopt a new strategy and thus be weak for a few games.</p>
<p>The game would have to sport massive amounts of game time otherwise the assimilation will happen too quickly or the player will never have the time to develop a new strategy …</p>
]]></content:encoded>
	</item>
</channel>
</rss>

