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	<title>Comments on: Designing Smooth Game Flow in Online Multiplayer Games</title>
	<atom:link href="http://www.gameproducer.net/2006/02/19/designing-usability-in-online-multiplayer-games/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2006/02/19/designing-usability-in-online-multiplayer-games/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: GameProducer.Net &#187; NAT Problems - And a Big Opportunity For Online Multiplayer Games</title>
		<link>http://www.gameproducer.net/2006/02/19/designing-usability-in-online-multiplayer-games/comment-page-1/#comment-110443</link>
		<dc:creator>GameProducer.Net &#187; NAT Problems - And a Big Opportunity For Online Multiplayer Games</dc:creator>
		<pubDate>Mon, 13 Aug 2007 15:19:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/17/designing-usability-in-online-multiplayer-games/#comment-110443</guid>
		<description>[...] everybody is willing to deal with this problem (even world&#8217;s largest gaming companies such as EA might not be willing to make it work 100% [...]</description>
		<content:encoded><![CDATA[<p>[...] everybody is willing to deal with this problem (even world&#8217;s largest gaming companies such as EA might not be willing to make it work 100% [...]</p>
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		<title>By: chris</title>
		<link>http://www.gameproducer.net/2006/02/19/designing-usability-in-online-multiplayer-games/comment-page-1/#comment-4881</link>
		<dc:creator>chris</dc:creator>
		<pubDate>Fri, 23 Jun 2006 15:34:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/17/designing-usability-in-online-multiplayer-games/#comment-4881</guid>
		<description>this rock my socks</description>
		<content:encoded><![CDATA[<p>this rock my socks</p>
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	<item>
		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/02/19/designing-usability-in-online-multiplayer-games/comment-page-1/#comment-475</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Mon, 06 Mar 2006 06:39:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/17/designing-usability-in-online-multiplayer-games/#comment-475</guid>
		<description>@Funky Monk: I&#039;m sorry but we are not providing online help for BMFE :) Please check their technical support. Hopefully you get into playing.</description>
		<content:encoded><![CDATA[<p>@Funky Monk: I&#8217;m sorry but we are not providing online help for BMFE :) Please check their technical support. Hopefully you get into playing.</p>
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	<item>
		<title>By: Funky Monk</title>
		<link>http://www.gameproducer.net/2006/02/19/designing-usability-in-online-multiplayer-games/comment-page-1/#comment-469</link>
		<dc:creator>Funky Monk</dc:creator>
		<pubDate>Sun, 05 Mar 2006 17:25:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/17/designing-usability-in-online-multiplayer-games/#comment-469</guid>
		<description>i cant play online at all if i select it, it says cannot connect which pisses me off. Can anyone tell me how to fix that?</description>
		<content:encoded><![CDATA[<p>i cant play online at all if i select it, it says cannot connect which pisses me off. Can anyone tell me how to fix that?</p>
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	<item>
		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/02/19/designing-usability-in-online-multiplayer-games/comment-page-1/#comment-324</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Tue, 21 Feb 2006 18:53:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/17/designing-usability-in-online-multiplayer-games/#comment-324</guid>
		<description>@Ville: Please let that IP option there. Make it behind some sub menu, but leave it there. Or make damn sure the master server is 100% online and that *every single player* can connect to it.

@Ken: :)</description>
		<content:encoded><![CDATA[<p>@Ville: Please let that IP option there. Make it behind some sub menu, but leave it there. Or make damn sure the master server is 100% online and that *every single player* can connect to it.</p>
<p>@Ken: :)</p>
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		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/02/19/designing-usability-in-online-multiplayer-games/comment-page-1/#comment-323</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Tue, 21 Feb 2006 18:51:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/17/designing-usability-in-online-multiplayer-games/#comment-323</guid>
		<description>@Rick: Thanks for pointing that out. I must admit what I wrote was bit misleading:
- I meant that there would be need for *direct connection* (or way to find players without need to use GameSpy...). I edited the text to make sure this is the case. 

It&#039;s true that whether the actual server connection is made P2P or Server-Client has no practical meaning: the point is that &lt;b&gt;players should be able to type direct IP and start gaming without external game listing provider&lt;/b&gt; (or that there could be external game finder - like AllSeeingEye - which wouldn&#039;t require gamespy).</description>
		<content:encoded><![CDATA[<p>@Rick: Thanks for pointing that out. I must admit what I wrote was bit misleading:<br />
- I meant that there would be need for *direct connection* (or way to find players without need to use GameSpy&#8230;). I edited the text to make sure this is the case. </p>
<p>It&#8217;s true that whether the actual server connection is made P2P or Server-Client has no practical meaning: the point is that <b>players should be able to type direct IP and start gaming without external game listing provider</b> (or that there could be external game finder &#8211; like AllSeeingEye &#8211; which wouldn&#8217;t require gamespy).</p>
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		<title>By: Rick</title>
		<link>http://www.gameproducer.net/2006/02/19/designing-usability-in-online-multiplayer-games/comment-page-1/#comment-322</link>
		<dc:creator>Rick</dc:creator>
		<pubDate>Tue, 21 Feb 2006 17:22:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/17/designing-usability-in-online-multiplayer-games/#comment-322</guid>
		<description>Peer-to-Peer connections isn&#039;t about players being able to host a server themselves. P2P stands for individual connections between a player and all other players. The best type of connection that suits multiplayer games the most, would probably be Server-to-Client connections. There is only 1 server and all clients send and receive from that server. This method provides security and stability.</description>
		<content:encoded><![CDATA[<p>Peer-to-Peer connections isn&#8217;t about players being able to host a server themselves. P2P stands for individual connections between a player and all other players. The best type of connection that suits multiplayer games the most, would probably be Server-to-Client connections. There is only 1 server and all clients send and receive from that server. This method provides security and stability.</p>
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		<title>By: Ken Paulson</title>
		<link>http://www.gameproducer.net/2006/02/19/designing-usability-in-online-multiplayer-games/comment-page-1/#comment-321</link>
		<dc:creator>Ken Paulson</dc:creator>
		<pubDate>Tue, 21 Feb 2006 16:39:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/17/designing-usability-in-online-multiplayer-games/#comment-321</guid>
		<description>@Juuso: Well, I never said I liked the idea. :) I understand a company&#039;s desire to discourage piracy, but when it disadvantages the paying customer it&#039;s time for them to take things back a notch.  I&#039;ve had to get cracks for far too many freshly purchased games.</description>
		<content:encoded><![CDATA[<p>@Juuso: Well, I never said I liked the idea. :) I understand a company&#8217;s desire to discourage piracy, but when it disadvantages the paying customer it&#8217;s time for them to take things back a notch.  I&#8217;ve had to get cracks for far too many freshly purchased games.</p>
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		<title>By: Ville</title>
		<link>http://www.gameproducer.net/2006/02/19/designing-usability-in-online-multiplayer-games/comment-page-1/#comment-319</link>
		<dc:creator>Ville</dc:creator>
		<pubDate>Tue, 21 Feb 2006 16:15:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/17/designing-usability-in-online-multiplayer-games/#comment-319</guid>
		<description>At least we were planning on purely master server because we don&#039;t want to bother players with technical things like IP numbers, to give precisely that smoother experience. Of course I realized that our players will be rather technical people so we can leave the IP selection there, but I guess the players of BMFE might not be as such.</description>
		<content:encoded><![CDATA[<p>At least we were planning on purely master server because we don&#8217;t want to bother players with technical things like IP numbers, to give precisely that smoother experience. Of course I realized that our players will be rather technical people so we can leave the IP selection there, but I guess the players of BMFE might not be as such.</p>
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	<item>
		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/02/19/designing-usability-in-online-multiplayer-games/comment-page-1/#comment-318</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Tue, 21 Feb 2006 16:14:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/17/designing-usability-in-online-multiplayer-games/#comment-318</guid>
		<description>@Ken: Yes. That&#039;s possible. Unfortunately now they harm *paying* customers in their measures...</description>
		<content:encoded><![CDATA[<p>@Ken: Yes. That&#8217;s possible. Unfortunately now they harm *paying* customers in their measures&#8230;</p>
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