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	<title>Comments on: The new game design philosophy</title>
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	<description>Michał Marcinkowski&#039;s: Gamedev Log &#38; Articles</description>
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		<title>By: http://www.todayfortodays.com/</title>
		<link>https://mm.soldat.pl/inspirado/the-new-game-design-philosophy/comment-page-1#comment-2117941</link>
		<dc:creator><![CDATA[http://www.todayfortodays.com/]]></dc:creator>
		<pubDate>Tue, 31 May 2016 10:13:55 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1805#comment-2117941</guid>
		<description><![CDATA[I simply wished to say thanks once more. I am not sure the things that I would have tried without the strategies shown by you about such a area of interest. It had become a real terrifying concern in my view, nevertheless being able to see this expert way you solved it forced me to cry for contentment. I&#8217;m happy for your work and in addition wish you are aware of a great job that you&#8217;re undertaking instructing men and women through the use of your blog post. I&#8217;m certain you&#8217;ve never met all of us.]]></description>
		<content:encoded><![CDATA[<p>I simply wished to say thanks once more. I am not sure the things that I would have tried without the strategies shown by you about such a area of interest. It had become a real terrifying concern in my view, nevertheless being able to see this expert way you solved it forced me to cry for contentment. I&#8217;m happy for your work and in addition wish you are aware of a great job that you&#8217;re undertaking instructing men and women through the use of your blog post. I&#8217;m certain you&#8217;ve never met all of us.</p>
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		<title>By: http://www.blrimages.net/</title>
		<link>https://mm.soldat.pl/inspirado/the-new-game-design-philosophy/comment-page-1#comment-2039340</link>
		<dc:creator><![CDATA[http://www.blrimages.net/]]></dc:creator>
		<pubDate>Fri, 29 Apr 2016 01:26:04 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1805#comment-2039340</guid>
		<description><![CDATA[juni 3, 2012&#160;&#160;12:57 pm                                                                                                                         Hey, I just hopped over to your webpage through StumbleUpon. Not somthing I might typically browse, but I appreciated your thoughts none the less. Thank you for creating some thing worth reading.]]></description>
		<content:encoded><![CDATA[<p>juni 3, 2012&nbsp;&nbsp;12:57 pm                                                                                                                         Hey, I just hopped over to your webpage through StumbleUpon. Not somthing I might typically browse, but I appreciated your thoughts none the less. Thank you for creating some thing worth reading.</p>
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		<title>By: http://www.ionicbathfootdetox.com/</title>
		<link>https://mm.soldat.pl/inspirado/the-new-game-design-philosophy/comment-page-1#comment-2039304</link>
		<dc:creator><![CDATA[http://www.ionicbathfootdetox.com/]]></dc:creator>
		<pubDate>Fri, 29 Apr 2016 01:10:30 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1805#comment-2039304</guid>
		<description><![CDATA[Nella forma concreta della vita ecclesiale, sono  le donne ad aprire la porta al Signore, ad accompagnarlo fin sotto la croce e a poterlo cosÃ¬ incontrare anche quale Risorto.Un compito che non si sa se definire ingrato o luminoso, al quale ,istintivamente, si vorrebbe dire &#8220;meglio sottrarsi&#8221;;  ma che,tuttavia, Ã¨ decisivo per la salvazione.Scomoda ed imbarazzante condizione, direi!]]></description>
		<content:encoded><![CDATA[<p>Nella forma concreta della vita ecclesiale, sono  le donne ad aprire la porta al Signore, ad accompagnarlo fin sotto la croce e a poterlo cosÃ¬ incontrare anche quale Risorto.Un compito che non si sa se definire ingrato o luminoso, al quale ,istintivamente, si vorrebbe dire &#8220;meglio sottrarsi&#8221;;  ma che,tuttavia, Ã¨ decisivo per la salvazione.Scomoda ed imbarazzante condizione, direi!</p>
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		<title>By: http://allwebsites.pw/stlukeseye.com</title>
		<link>https://mm.soldat.pl/inspirado/the-new-game-design-philosophy/comment-page-1#comment-1946270</link>
		<dc:creator><![CDATA[http://allwebsites.pw/stlukeseye.com]]></dc:creator>
		<pubDate>Wed, 06 Apr 2016 13:36:25 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1805#comment-1946270</guid>
		<description><![CDATA[I appreciate you taking to time to contribute That&#039;s very helpful.]]></description>
		<content:encoded><![CDATA[<p>I appreciate you taking to time to contribute That&#8217;s very helpful.</p>
]]></content:encoded>
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		<link>https://mm.soldat.pl/inspirado/the-new-game-design-philosophy/comment-page-1#comment-1383007</link>
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		<pubDate>Tue, 01 Dec 2015 16:35:22 +0000</pubDate>
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		<description><![CDATA[I can already tell that&#039;s gonna be super helpful.]]></description>
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		<title>By: Kati</title>
		<link>https://mm.soldat.pl/inspirado/the-new-game-design-philosophy/comment-page-1#comment-1261684</link>
		<dc:creator><![CDATA[Kati]]></dc:creator>
		<pubDate>Fri, 02 Oct 2015 10:53:58 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1805#comment-1261684</guid>
		<description><![CDATA[I am not sure why I have so much trouble with my Monster Screen cleeanr but for some reason I am always getting streaks.  I have a  40  inch Samsung LCD tv and I only clean the tv when it is obvious that it needs to be cleaned.  But everytime I use it whether I spray it on the screen or I apply it to the cloth and apply it in a circular motion I am still getting STREAKS!  What is the secret?]]></description>
		<content:encoded><![CDATA[<p>I am not sure why I have so much trouble with my Monster Screen cleeanr but for some reason I am always getting streaks.  I have a  40  inch Samsung LCD tv and I only clean the tv when it is obvious that it needs to be cleaned.  But everytime I use it whether I spray it on the screen or I apply it to the cloth and apply it in a circular motion I am still getting STREAKS!  What is the secret?</p>
]]></content:encoded>
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		<title>By: namuol</title>
		<link>https://mm.soldat.pl/inspirado/the-new-game-design-philosophy/comment-page-1#comment-368552</link>
		<dc:creator><![CDATA[namuol]]></dc:creator>
		<pubDate>Wed, 18 Apr 2012 04:32:08 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1805#comment-368552</guid>
		<description><![CDATA[What you&#039;re talking about is called &quot;emergent gameplay&quot;. And I couldn&#039;t agree more -- this is the true future of game design.

Tarn Adams and his brother design Dwarf Fortress following this principle.

They have these things called &quot;Power Goals&quot; which are like miniature stories or scenarios that should be able to occur naturally in the game. Tarn then goes on to implement the gameplay elements that should allow such a scenario to *emerge* naturally.

The big hidden benefit to this is that you also get many *other* possible scenarios that you didn&#039;t even think of. For example, when Tarn added sewers to the game, he went exploring them and discovered that killer Hippos had appropriated the sewers as their home. This wasn&#039;t something he programmed in specifically or had even considered, it simply emerged naturally as a consequence of how creatures are placed in the world.

My favorite example is something that might even sound like a bug:

I once discovered a magma pit while digging a fortress. Certain fire creatures lived in this pit and would harass any dwarf that got near the pit. So I sent my most badass dwarf to the pit to kill an Imp that was particularly dangerous. Once he killed it, since he was a hunter, he carried the corpse to the butchershop. There, the butcher chopped it up and brought the Imp&#039;s meat to the nearby food barrels. Shortly thereafter, my entire food supply had caught on fire. Fire Imp flesh is made of *FIRE* -- and so once it sat in a wood barrel long enough, the barrel burst into flame, and the fire spread -- destroying my entire food supply!

So needless to say, emergent game design makes for a much more immersive and genuine story since it is literally something that &quot;just happens&quot; in the game world. Think about it: the most interesting stories you hear people tell about games are how the mechanics of the game lead to novel events, not about some cut scene after a boss fight.]]></description>
		<content:encoded><![CDATA[<p>What you&#8217;re talking about is called &#8220;emergent gameplay&#8221;. And I couldn&#8217;t agree more &#8212; this is the true future of game design.</p>
<p>Tarn Adams and his brother design Dwarf Fortress following this principle.</p>
<p>They have these things called &#8220;Power Goals&#8221; which are like miniature stories or scenarios that should be able to occur naturally in the game. Tarn then goes on to implement the gameplay elements that should allow such a scenario to *emerge* naturally.</p>
<p>The big hidden benefit to this is that you also get many *other* possible scenarios that you didn&#8217;t even think of. For example, when Tarn added sewers to the game, he went exploring them and discovered that killer Hippos had appropriated the sewers as their home. This wasn&#8217;t something he programmed in specifically or had even considered, it simply emerged naturally as a consequence of how creatures are placed in the world.</p>
<p>My favorite example is something that might even sound like a bug:</p>
<p>I once discovered a magma pit while digging a fortress. Certain fire creatures lived in this pit and would harass any dwarf that got near the pit. So I sent my most badass dwarf to the pit to kill an Imp that was particularly dangerous. Once he killed it, since he was a hunter, he carried the corpse to the butchershop. There, the butcher chopped it up and brought the Imp&#8217;s meat to the nearby food barrels. Shortly thereafter, my entire food supply had caught on fire. Fire Imp flesh is made of *FIRE* &#8212; and so once it sat in a wood barrel long enough, the barrel burst into flame, and the fire spread &#8212; destroying my entire food supply!</p>
<p>So needless to say, emergent game design makes for a much more immersive and genuine story since it is literally something that &#8220;just happens&#8221; in the game world. Think about it: the most interesting stories you hear people tell about games are how the mechanics of the game lead to novel events, not about some cut scene after a boss fight.</p>
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		<title>By: Jamburglar</title>
		<link>https://mm.soldat.pl/inspirado/the-new-game-design-philosophy/comment-page-1#comment-349367</link>
		<dc:creator><![CDATA[Jamburglar]]></dc:creator>
		<pubDate>Fri, 24 Feb 2012 02:51:27 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1805#comment-349367</guid>
		<description><![CDATA[This is exactly why roleplaying in any video game is so amazing to me. The only limit is your imagination and it&#039;s really something I can get creative with. I wish it caught on more. I don&#039;t understand why people prefer to play in controlled environments without much freedom as to a roleplay setting where they can do whatever their imagination allows them.
The way you explained how games should be made, on top of roleplay, can give you an unparalleled immersion into any fantasy world. I love that KAG gives me the freedom to feel this, and when more stuff is implemented I fully intend to utilize the opportunity this game presents for a very story driven and deep game experience.]]></description>
		<content:encoded><![CDATA[<p>This is exactly why roleplaying in any video game is so amazing to me. The only limit is your imagination and it&#8217;s really something I can get creative with. I wish it caught on more. I don&#8217;t understand why people prefer to play in controlled environments without much freedom as to a roleplay setting where they can do whatever their imagination allows them.<br />
The way you explained how games should be made, on top of roleplay, can give you an unparalleled immersion into any fantasy world. I love that KAG gives me the freedom to feel this, and when more stuff is implemented I fully intend to utilize the opportunity this game presents for a very story driven and deep game experience.</p>
]]></content:encoded>
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		<title>By: Reactorcore</title>
		<link>https://mm.soldat.pl/inspirado/the-new-game-design-philosophy/comment-page-1#comment-348820</link>
		<dc:creator><![CDATA[Reactorcore]]></dc:creator>
		<pubDate>Wed, 22 Feb 2012 18:21:05 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1805#comment-348820</guid>
		<description><![CDATA[@Mike: True, for this very reason the developer must think ahead of this to plan forward. Some of the options are, like you mentioned, subscription fees (pay every X time/usage), advertising or additional paid content (DLC) are fair and functional methods of constant income with many successful examples shown by many games.

Its also very true when it comes to what you say about the problem Soldat has. KAG faces this very same threat as well. 
Currently people buy a discounted game with promise for the rest of the game being free. This works, for now, but its not going to last. 

It simply can&#039;t last and eventually there will be a moment where MM is working on the game that everyone has already bought and all the extra work he does is pretty much done for free, he&#039;ll quickly find himself asking &quot;why am I doing this again? I&#039;m not getting paid!&quot;. Now, you could argue that you can work on the game out of love as a hobby, but this happens to be his primary job and you need to earn that money somewhere to survive anyway, he&#039;ll either have to:

a) add commercial advertising to the game
b) break a previous promise and make future content be paid
c) abandon KAG and make a new product

I sound pretty grim here, but this path has a clear problem of unsustainability within it. Hopefully MM has something planned for this or KAG will face the same fate as some indie games that were promised to be more than what they turned out to be because of the failure to foresee this issue.]]></description>
		<content:encoded><![CDATA[<p>@Mike: True, for this very reason the developer must think ahead of this to plan forward. Some of the options are, like you mentioned, subscription fees (pay every X time/usage), advertising or additional paid content (DLC) are fair and functional methods of constant income with many successful examples shown by many games.</p>
<p>Its also very true when it comes to what you say about the problem Soldat has. KAG faces this very same threat as well.<br />
Currently people buy a discounted game with promise for the rest of the game being free. This works, for now, but its not going to last. </p>
<p>It simply can&#8217;t last and eventually there will be a moment where MM is working on the game that everyone has already bought and all the extra work he does is pretty much done for free, he&#8217;ll quickly find himself asking &#8220;why am I doing this again? I&#8217;m not getting paid!&#8221;. Now, you could argue that you can work on the game out of love as a hobby, but this happens to be his primary job and you need to earn that money somewhere to survive anyway, he&#8217;ll either have to:</p>
<p>a) add commercial advertising to the game<br />
b) break a previous promise and make future content be paid<br />
c) abandon KAG and make a new product</p>
<p>I sound pretty grim here, but this path has a clear problem of unsustainability within it. Hopefully MM has something planned for this or KAG will face the same fate as some indie games that were promised to be more than what they turned out to be because of the failure to foresee this issue.</p>
]]></content:encoded>
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	<item>
		<title>By: Mike</title>
		<link>https://mm.soldat.pl/inspirado/the-new-game-design-philosophy/comment-page-1#comment-348774</link>
		<dc:creator><![CDATA[Mike]]></dc:creator>
		<pubDate>Wed, 22 Feb 2012 16:32:31 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1805#comment-348774</guid>
		<description><![CDATA[@Reactorcore The thing is, if you make a retail game that is built to last it doesn&#039;t promote the use of another game that will be released next year. This is why I think PC multi-player gaming with ads / fees are the way to go. You need a consistent money flow if people are going to be using your bandwidth. Obviously MM has gone the route of keeping the bandwidth to the minimum, but what if all the people that want the game has already bought it? They can&#039;t keep putting money into a game they are not making money on. I think this is what happened with Soldat.]]></description>
		<content:encoded><![CDATA[<p>@Reactorcore The thing is, if you make a retail game that is built to last it doesn&#8217;t promote the use of another game that will be released next year. This is why I think PC multi-player gaming with ads / fees are the way to go. You need a consistent money flow if people are going to be using your bandwidth. Obviously MM has gone the route of keeping the bandwidth to the minimum, but what if all the people that want the game has already bought it? They can&#8217;t keep putting money into a game they are not making money on. I think this is what happened with Soldat.</p>
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