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	<title>Comments on: Gameplay Must Come First?</title>
	<atom:link href="http://www.gameproducer.net/2006/10/09/gameplay-must-come-first/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2006/10/09/gameplay-must-come-first/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: Paolo</title>
		<link>http://www.gameproducer.net/2006/10/09/gameplay-must-come-first/comment-page-1/#comment-14289</link>
		<dc:creator>Paolo</dc:creator>
		<pubDate>Tue, 10 Oct 2006 07:09:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/10/09/gameplay-must-come-first/#comment-14289</guid>
		<description>Physics can greatly affect gameplay. I don&#039;t think LucasArts forgot it.</description>
		<content:encoded><![CDATA[<p>Physics can greatly affect gameplay. I don&#8217;t think LucasArts forgot it.</p>
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		<title>By: soniCron</title>
		<link>http://www.gameproducer.net/2006/10/09/gameplay-must-come-first/comment-page-1/#comment-14269</link>
		<dc:creator>soniCron</dc:creator>
		<pubDate>Mon, 09 Oct 2006 20:30:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/10/09/gameplay-must-come-first/#comment-14269</guid>
		<description>EDIT: NaturalMotion is the company; the product is euphoria.</description>
		<content:encoded><![CDATA[<p>EDIT: NaturalMotion is the company; the product is euphoria.</p>
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		<title>By: soniCron</title>
		<link>http://www.gameproducer.net/2006/10/09/gameplay-must-come-first/comment-page-1/#comment-14268</link>
		<dc:creator>soniCron</dc:creator>
		<pubDate>Mon, 09 Oct 2006 20:29:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/10/09/gameplay-must-come-first/#comment-14268</guid>
		<description>They&#039;ve opted to use &lt;a href=&quot;http://www.naturalmotion.com/&quot; rel=&quot;nofollow&quot;&gt;NaturalMotion&lt;/a&gt; - a dynamic human movement simulator - for the upcoming Indiana Jones game. It&#039;s a really exciting technology (at least, on video,) and I look forward to seeing it in games.

In my opinion, there&#039;s pixel shaders, and then there&#039;s physics. I could care less about pixel shaders (any stylism can win out on any hardware these days,) but IMO physics and physical simulation is integral to an immersive experience. I don&#039;t think it&#039;s fair to lump them into the eye candy category, especially considering that they can actually influence gameplay, unlike pixel shaders. (Okay, I suppose flashlight simulation would impact gameplay, but I digress...)</description>
		<content:encoded><![CDATA[<p>They&#8217;ve opted to use <a href="http://www.naturalmotion.com/" rel="nofollow">NaturalMotion</a> &#8211; a dynamic human movement simulator &#8211; for the upcoming Indiana Jones game. It&#8217;s a really exciting technology (at least, on video,) and I look forward to seeing it in games.</p>
<p>In my opinion, there&#8217;s pixel shaders, and then there&#8217;s physics. I could care less about pixel shaders (any stylism can win out on any hardware these days,) but IMO physics and physical simulation is integral to an immersive experience. I don&#8217;t think it&#8217;s fair to lump them into the eye candy category, especially considering that they can actually influence gameplay, unlike pixel shaders. (Okay, I suppose flashlight simulation would impact gameplay, but I digress&#8230;)</p>
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		<title>By: GBGames</title>
		<link>http://www.gameproducer.net/2006/10/09/gameplay-must-come-first/comment-page-1/#comment-14259</link>
		<dc:creator>GBGames</dc:creator>
		<pubDate>Mon, 09 Oct 2006 18:04:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/10/09/gameplay-must-come-first/#comment-14259</guid>
		<description>And by less money, I don&#039;t mean budget games necessarily.  I mean that a player doesn&#039;t need to invest hundreds of dollars to play a game.</description>
		<content:encoded><![CDATA[<p>And by less money, I don&#8217;t mean budget games necessarily.  I mean that a player doesn&#8217;t need to invest hundreds of dollars to play a game.</p>
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		<title>By: GBGames</title>
		<link>http://www.gameproducer.net/2006/10/09/gameplay-must-come-first/comment-page-1/#comment-14258</link>
		<dc:creator>GBGames</dc:creator>
		<pubDate>Mon, 09 Oct 2006 18:04:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/10/09/gameplay-must-come-first/#comment-14258</guid>
		<description>I read somewhere this past week that some report says most people will buy the next-gen consoles for the graphics, which I find weird but probably accurate.

Of course, graphics aren&#039;t everything, and a video game crash can occur if the mass market spends a lot of money upfront for gaming experiences that aren&#039;t fun.  Indies definitely have an opportunity to pick up the slack by providing more value for less money.</description>
		<content:encoded><![CDATA[<p>I read somewhere this past week that some report says most people will buy the next-gen consoles for the graphics, which I find weird but probably accurate.</p>
<p>Of course, graphics aren&#8217;t everything, and a video game crash can occur if the mass market spends a lot of money upfront for gaming experiences that aren&#8217;t fun.  Indies definitely have an opportunity to pick up the slack by providing more value for less money.</p>
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		<title>By: proj</title>
		<link>http://www.gameproducer.net/2006/10/09/gameplay-must-come-first/comment-page-1/#comment-14257</link>
		<dc:creator>proj</dc:creator>
		<pubDate>Mon, 09 Oct 2006 17:34:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/10/09/gameplay-must-come-first/#comment-14257</guid>
		<description>Williams seems to miss the point of what you can do with physics simulations. Some games use physics simply to improve the visuals by adding in non-interactive physically simulated elements other games. Other games, take &lt;a href=&quot;http://www.chroniclogic.com/index.htm?gish.htm&quot; rel=&quot;nofollow&quot;&gt;Gish&lt;/a&gt; for example, build a whole new game mechanic around it. There is a lot of room for indie games to create innovative or emergent gameplay with physics.</description>
		<content:encoded><![CDATA[<p>Williams seems to miss the point of what you can do with physics simulations. Some games use physics simply to improve the visuals by adding in non-interactive physically simulated elements other games. Other games, take <a href="http://www.chroniclogic.com/index.htm?gish.htm" rel="nofollow">Gish</a> for example, build a whole new game mechanic around it. There is a lot of room for indie games to create innovative or emergent gameplay with physics.</p>
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