<?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/"
		xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd"
	xmlns:media="http://search.yahoo.com/mrss/"
	>
<channel>
	<title>Comments on: Veni, Vidi, Video Game</title>
	<atom:link href="http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/</link>
	<description>We Make Flash Games</description>
	<lastBuildDate>Fri, 10 Feb 2012 03:01:47 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: untoldentertainment.com &#187; Jammed</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-5598</link>
		<dc:creator>untoldentertainment.com &#187; Jammed</dc:creator>
		<pubDate>Tue, 27 Apr 2010 21:10:09 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-5598</guid>
		<description>[...] by the organizers themselves, that the Jam had lost its soul by moving out of Innovation Toronto, a terrifying warehouse in the rapey-est part of town where the last two Jams were held. i disagree &#8211; i think the [...]</description>
		<content:encoded><![CDATA[<p>[...] by the organizers themselves, that the Jam had lost its soul by moving out of Innovation Toronto, a terrifying warehouse in the rapey-est part of town where the last two Jams were held. i disagree &#8211; i think the [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: untoldentertainment.com &#187; Here Be Dragons</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-4477</link>
		<dc:creator>untoldentertainment.com &#187; Here Be Dragons</dc:creator>
		<pubDate>Tue, 27 Oct 2009 14:22:01 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-4477</guid>
		<description>[...] Veni, Vidi, Video Game &#8211; Behind the scenes of Here Be Dragons at TOJam3 [...]</description>
		<content:encoded><![CDATA[<p>[...] Veni, Vidi, Video Game &#8211; Behind the scenes of Here Be Dragons at TOJam3 [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: TOJam #3 and Boys Noize</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-833</link>
		<dc:creator>TOJam #3 and Boys Noize</dc:creator>
		<pubDate>Wed, 18 Jun 2008 16:47:13 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-833</guid>
		<description>[...] to be really fun/addictive, so kudos to the team who came up with that one. I also really enjoyed a sea monster game, where you eat little people of little ships with a serpant sea monster avatar. I loved the quick [...]</description>
		<content:encoded><![CDATA[<p>[...] to be really fun/addictive, so kudos to the team who came up with that one. I also really enjoyed a sea monster game, where you eat little people of little ships with a serpant sea monster avatar. I loved the quick [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-729</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 14 May 2008 23:19:42 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-729</guid>
		<description>Wow!  i feel compelled to offer you a guest spot here.   Good comments, all.

The breathing fire thing IS part of my original vision.  All your questions will be answered and your doubts put to rest when i release a more refined version of the game.  Get ready!

With any luck, i may be able to offer both versions for the public event next month ...</description>
		<content:encoded><![CDATA[<p>Wow!  i feel compelled to offer you a guest spot here.   Good comments, all.</p>
<p>The breathing fire thing IS part of my original vision.  All your questions will be answered and your doubts put to rest when i release a more refined version of the game.  Get ready!</p>
<p>With any luck, i may be able to offer both versions for the public event next month &#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jim McCoolio</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-728</link>
		<dc:creator>Jim McCoolio</dc:creator>
		<pubDate>Wed, 14 May 2008 21:47:03 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-728</guid>
		<description>I&#039;ve got to stop reading your blog, I feel compelled to respond.
I think I&#039;m addicted ...


- - -
My suggestions, unlike the ones you mentioned,  are SMALL and can ALL be implemented within 1 hour. You&#039;ve already got the code for the ships and sailors, dump them in an array/collection and away you go. Don&#039;t create a new type of sailor, just instantiate more of the existing walking sailor (and stop him from moving 8 out of 10 times). I believe most of my other suggestions can be implemented by deleting or tweaking existing code (no need for new graphics or substantial rewrites). You can quickly implement the ideas to see if they improve the game, and keep them if they do.

I find tips like &quot;have the dragon breath fire&quot; entirely unhelpful since:
a) No thought was put into it
b) It could take a substantial time to implement.
c) Once you added dragon breath fire, next up is dragon breath ice

Here are some equivalent ideas:
a) Let me build my own monster
b) A Cruise Ship should sail by with tons of ladies sunbathing on deck.
c) Record my game so I can play it back and upload it to my friends
d) Use ragdoll physics for the sailors and aforementioned cruise ship passengers.
e) Have an iceberg come out that crashes into the monster. Using my head, let me lob broken pieces at the ships.
These ideas are yours free of charge!

Plus, does adding fire really add anything to your game?
i.e. If I can already destroy the ship with my tongue, why do I need fire?
i.e. I&#039;m already spitting, chewing and tonguing, how would the player even choose fire?
i.e  The game is short by nature, is lack of weapon variety even an issue?
i.e. Would TOJammers have stopped abandoning your game if you added fire?

It&#039;s worth noting that my seagull &quot;idea&quot; is the most infeasible idea, and bordering on being crap as a result. I was figuring a 2 frame flapping V would be easy enough to do, which is why I suggested it. The seagull wasn&#039;t the important part (it doesn&#039;t suprise me you thought of it). What&#039;s important was that when I click, I tongue. Switching to spit  feels like the monster missed my click (since he&#039;s not tonguing).


- - -
&quot;Time and again, i’d hear this: keep the fun part of the game, but take out the challenging part. &quot;
&quot;Do game developers know what players want better than the players do? i’m not sure.&quot;

These hint at a broader issue. If you&#039;re creating games for a business, and are targeting a market that isn&#039;t game developers, then game developers don&#039;t know what&#039;s best. If you&#039;re creating games for yourself (a la TOJam, a la my Hobby), you should create games that YOU want to play. If you think it&#039;s fun, it should be in your game. Not only will like your game (no matter how crappy), but you&#039;ll remain passionate about it. i.e. If you want scoring and timers in your game, put them in your game.

It doesn&#039;t matter what I or anyone elses thinks, there are plenty of games for us already. The games I remember most are the ones where the developer relentlessly stuck to his/her vision, and kept honing it. If you don&#039;t think an idea is good, that&#039;s all the justification you need to get rid of it. In that respect, games are starting to resemble music and film. Remember the immortal words of Maestro Fresh Wes, &quot;Stick to your vision&quot;.


- - -
I agree that more people are talking more about fun versus challenge. However, I don&#039;t think it&#039;s a shift, and it&#039;s certainly nothing new (i.e. Bizarre Creations spent a long time deciding how much of Project Gotham Racing was available right away). The market is simply expanding, and different people want different things from games. The &quot;new&quot; style of non-challenging casual games (&quot;I should be able to see everything regardless of my skill level&quot;) will eventually replace existing TV shows and Movies. It&#039;s also worth noting that some games are finding success by moving in completely the opposite direction. &quot;I Want To Be The Guy&quot; is unbelievably hard and patently unfair, but is very successful thanks to the expanding market of people who understand the language of games.

Games are going to be bigger and more prevalent than anyone imagines. There will be more game categories than Movies, Music and TV COMBINED. It&#039;s scary how big games are going to be, which is why some people are demanding a new word to represent games. Eventually, we&#039;ll move past the basic terms like &quot;fun versus challenging&quot; to &quot;romantic comedy versus intense drama&quot;.

Given all of that, I&#039;m not sure why people think that games targeted at the 20-30 year old male market, that finds hard challenges fun, are broken and need to be fixed. Those games are fine for their market. People should really be talking about how they can expand the market further, so there&#039;s an audience for less challenging games. Nintendo, EA (Pogo specifically), Oberon Games, Digital Chocolate, RealArcade are all doing this, and it&#039;s working.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve got to stop reading your blog, I feel compelled to respond.<br />
I think I&#8217;m addicted &#8230;</p>
<p>- &#8211; -<br />
My suggestions, unlike the ones you mentioned,  are SMALL and can ALL be implemented within 1 hour. You&#8217;ve already got the code for the ships and sailors, dump them in an array/collection and away you go. Don&#8217;t create a new type of sailor, just instantiate more of the existing walking sailor (and stop him from moving 8 out of 10 times). I believe most of my other suggestions can be implemented by deleting or tweaking existing code (no need for new graphics or substantial rewrites). You can quickly implement the ideas to see if they improve the game, and keep them if they do.</p>
<p>I find tips like &#8220;have the dragon breath fire&#8221; entirely unhelpful since:<br />
a) No thought was put into it<br />
b) It could take a substantial time to implement.<br />
c) Once you added dragon breath fire, next up is dragon breath ice</p>
<p>Here are some equivalent ideas:<br />
a) Let me build my own monster<br />
b) A Cruise Ship should sail by with tons of ladies sunbathing on deck.<br />
c) Record my game so I can play it back and upload it to my friends<br />
d) Use ragdoll physics for the sailors and aforementioned cruise ship passengers.<br />
e) Have an iceberg come out that crashes into the monster. Using my head, let me lob broken pieces at the ships.<br />
These ideas are yours free of charge!</p>
<p>Plus, does adding fire really add anything to your game?<br />
i.e. If I can already destroy the ship with my tongue, why do I need fire?<br />
i.e. I&#8217;m already spitting, chewing and tonguing, how would the player even choose fire?<br />
i.e  The game is short by nature, is lack of weapon variety even an issue?<br />
i.e. Would TOJammers have stopped abandoning your game if you added fire?</p>
<p>It&#8217;s worth noting that my seagull &#8220;idea&#8221; is the most infeasible idea, and bordering on being crap as a result. I was figuring a 2 frame flapping V would be easy enough to do, which is why I suggested it. The seagull wasn&#8217;t the important part (it doesn&#8217;t suprise me you thought of it). What&#8217;s important was that when I click, I tongue. Switching to spit  feels like the monster missed my click (since he&#8217;s not tonguing).</p>
<p>- &#8211; -<br />
&#8220;Time and again, i’d hear this: keep the fun part of the game, but take out the challenging part. &#8221;<br />
&#8220;Do game developers know what players want better than the players do? i’m not sure.&#8221;</p>
<p>These hint at a broader issue. If you&#8217;re creating games for a business, and are targeting a market that isn&#8217;t game developers, then game developers don&#8217;t know what&#8217;s best. If you&#8217;re creating games for yourself (a la TOJam, a la my Hobby), you should create games that YOU want to play. If you think it&#8217;s fun, it should be in your game. Not only will like your game (no matter how crappy), but you&#8217;ll remain passionate about it. i.e. If you want scoring and timers in your game, put them in your game.</p>
<p>It doesn&#8217;t matter what I or anyone elses thinks, there are plenty of games for us already. The games I remember most are the ones where the developer relentlessly stuck to his/her vision, and kept honing it. If you don&#8217;t think an idea is good, that&#8217;s all the justification you need to get rid of it. In that respect, games are starting to resemble music and film. Remember the immortal words of Maestro Fresh Wes, &#8220;Stick to your vision&#8221;.</p>
<p>- &#8211; -<br />
I agree that more people are talking more about fun versus challenge. However, I don&#8217;t think it&#8217;s a shift, and it&#8217;s certainly nothing new (i.e. Bizarre Creations spent a long time deciding how much of Project Gotham Racing was available right away). The market is simply expanding, and different people want different things from games. The &#8220;new&#8221; style of non-challenging casual games (&#8220;I should be able to see everything regardless of my skill level&#8221;) will eventually replace existing TV shows and Movies. It&#8217;s also worth noting that some games are finding success by moving in completely the opposite direction. &#8220;I Want To Be The Guy&#8221; is unbelievably hard and patently unfair, but is very successful thanks to the expanding market of people who understand the language of games.</p>
<p>Games are going to be bigger and more prevalent than anyone imagines. There will be more game categories than Movies, Music and TV COMBINED. It&#8217;s scary how big games are going to be, which is why some people are demanding a new word to represent games. Eventually, we&#8217;ll move past the basic terms like &#8220;fun versus challenging&#8221; to &#8220;romantic comedy versus intense drama&#8221;.</p>
<p>Given all of that, I&#8217;m not sure why people think that games targeted at the 20-30 year old male market, that finds hard challenges fun, are broken and need to be fixed. Those games are fine for their market. People should really be talking about how they can expand the market further, so there&#8217;s an audience for less challenging games. Nintendo, EA (Pogo specifically), Oberon Games, Digital Chocolate, RealArcade are all doing this, and it&#8217;s working.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-726</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 14 May 2008 21:20:29 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-726</guid>
		<description>Hey - thanks a lot, Chad!  If you have any suggestions for improving it, please let me know.  i&#039;m probably going to take another crack at it and build an enhanced version, taking into account all the feedback i&#039;ve received.

i&#039;m frustrated that i didn&#039;t even *see* your game at the end of the event, let alone get to play it.  That&#039;s the way it goes - it&#039;s such a mad, crowded scramble on Sunday night, and i always miss at least half the stuff on display.

i took a look at your screenshot - i DO remember sitting down with you as another pair of eyes while you figured out that your missing text problem came from not embedding the font.  

At that time, i suggested you embed small letters, capitals, numerals and punctuation.  You took me by surprise and asked me whether including the 95 &quot;Basic Latin&quot; characters wasn&#039;t the same thing.  i said &quot;no&quot; because at the time, i thought that character set might have included accented characters like é, but dig it:

&lt;a href=&quot;http://jrgraphix.net/research/unicode_blocks.php?block=0&quot; rel=&quot;nofollow&quot;&gt;http://jrgraphix.net/research/unicode_blocks.php?block=0&lt;/a&gt;

So the accented stuff isn&#039;t in there, but there are a few wasted characters in the top two rows.  i think that&#039;s why whoever trained me told to include just the four character sets.  i&#039;m sure it works out to a few milliseconds of load time, but life is short!  :)</description>
		<content:encoded><![CDATA[<p>Hey &#8211; thanks a lot, Chad!  If you have any suggestions for improving it, please let me know.  i&#8217;m probably going to take another crack at it and build an enhanced version, taking into account all the feedback i&#8217;ve received.</p>
<p>i&#8217;m frustrated that i didn&#8217;t even *see* your game at the end of the event, let alone get to play it.  That&#8217;s the way it goes &#8211; it&#8217;s such a mad, crowded scramble on Sunday night, and i always miss at least half the stuff on display.</p>
<p>i took a look at your screenshot &#8211; i DO remember sitting down with you as another pair of eyes while you figured out that your missing text problem came from not embedding the font.  </p>
<p>At that time, i suggested you embed small letters, capitals, numerals and punctuation.  You took me by surprise and asked me whether including the 95 &#8220;Basic Latin&#8221; characters wasn&#8217;t the same thing.  i said &#8220;no&#8221; because at the time, i thought that character set might have included accented characters like é, but dig it:</p>
<p><a href="http://jrgraphix.net/research/unicode_blocks.php?block=0" rel="nofollow">http://jrgraphix.net/research/unicode_blocks.php?block=0</a></p>
<p>So the accented stuff isn&#8217;t in there, but there are a few wasted characters in the top two rows.  i think that&#8217;s why whoever trained me told to include just the four character sets.  i&#8217;m sure it works out to a few milliseconds of load time, but life is short!  :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: TOJam #3 and Boys Noize &#171; 4Chad</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-725</link>
		<dc:creator>TOJam #3 and Boys Noize &#171; 4Chad</dc:creator>
		<pubDate>Wed, 14 May 2008 21:02:07 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-725</guid>
		<description>[...] to be really fun/addictive, so kudos to the team who came up with that one. I also really enjoyed a sea monster game, where you eat little people of little ships with a serpant sea monster avatar. I loved the quick [...]</description>
		<content:encoded><![CDATA[<p>[...] to be really fun/addictive, so kudos to the team who came up with that one. I also really enjoyed a sea monster game, where you eat little people of little ships with a serpant sea monster avatar. I loved the quick [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: TO Jam and Boys Noize &#171; 4Chad</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-724</link>
		<dc:creator>TO Jam and Boys Noize &#171; 4Chad</dc:creator>
		<pubDate>Wed, 14 May 2008 21:00:45 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-724</guid>
		<description>[...] to be really fun/addictive, so kudos to the team who came up with that one. I also really enjoyed a sea monster game, where you eat little people of little ships with a serpant sea monster avatar. I loved the quick [...]</description>
		<content:encoded><![CDATA[<p>[...] to be really fun/addictive, so kudos to the team who came up with that one. I also really enjoyed a sea monster game, where you eat little people of little ships with a serpant sea monster avatar. I loved the quick [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chad Elston</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-723</link>
		<dc:creator>Chad Elston</dc:creator>
		<pubDate>Wed, 14 May 2008 20:11:01 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-723</guid>
		<description>I remember playing your game on Sunday (I did the Moon/Cheese game with the astronaut). I think yours was probably my favorite. I loved the gameplay mechanic of clicking and watching the monster snap it&#039;s tongue like a whip at the little fisherman dudes. The whole &quot;spit&quot; and &quot;chew&quot; elements were really neat too. Great art! Great sound! fun game! Good job dude. :)</description>
		<content:encoded><![CDATA[<p>I remember playing your game on Sunday (I did the Moon/Cheese game with the astronaut). I think yours was probably my favorite. I loved the gameplay mechanic of clicking and watching the monster snap it&#8217;s tongue like a whip at the little fisherman dudes. The whole &#8220;spit&#8221; and &#8220;chew&#8221; elements were really neat too. Great art! Great sound! fun game! Good job dude. :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-722</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 14 May 2008 14:06:20 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-722</guid>
		<description>i agree on almost all accounts.

During the Jam, i had to decide between adding more boat types, and polishing the graphics.  i focussed on graphics, because too often during my career i&#039;ve focussed on features.  The result is that i have a really cool, deep game that looks like ass, and i&#039;m embarrassed to show it.  There&#039;s one game in particular from my YTV days that i was REALLY proud of, but the graphics were so feeble, i didn&#039;t like to show it to people.

Topping the list of game improvements are additional boats (where &quot;boats&quot; can also include jumping swordfish, mermaids, and the seagulls you mentioned ... i had that idea too).  Numerous people requested fire-breathing, which was also rolling around in my head from the very beginning.  If i have an idea, and everyone who plays the game brings it up, i&#039;d be a fool not to implement it.

The spitting/chewing thing is very interesting, and cracks open a big can of game philosophy.  When i was building kids&#039; games for YTV, i&#039;d have something like Pac Man, and the kids on the boards would say &quot;i thouhgt it was a rully cool game. i liked eating the dots.  i didn&#039;t like being eaten by goasts.  take teh goasts part out and the game well be good.&quot;

(kids can&#039;t spell worth a damn, btw)

Time and again, i&#039;d hear this: keep the fun part of the game, but take out the challenging part.  Occasionally, i&#039;d do it, and then the comments would read &quot;too eeeeeeasy!!!&quot;  It&#039;s a fine balance.  Do game developers know what players want better than the players do?  i&#039;m not sure.

Spitting and chewing in the sea monster game both make the game more challenging, but less fun.  The real trick, i guess, is to come up with a FUN challenge.  

Lucasarts did this with their beloved adventure games.  Competitor Sierra On-Line built games that were all about killing the player whenever he tried to do stuff ... in some cases, this just meant walking into a room.  Lucasarts understood that the puzzles were the challenging part - not the deaths - and eliminated death from their games.  To this day, i&#039;m a much bigger fan of Lucasarts&#039; games than i am of the Sierra titles.

There&#039;s a shift afoot to build games that are more about fun and less about challenge and punishing levels of difficulty!  Check out this article about two GDC 08 lectures for more:

&lt;a href=&quot;http://untoldentertainment.com/blog/2008/02/26/best-of-gdc-2008-best-panel-or-lecture/&quot; rel=&quot;nofollow&quot;&gt;http://untoldentertainment.com/blog/2008/02/26/best-of-gdc-2008-best-panel-or-lecture/&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>i agree on almost all accounts.</p>
<p>During the Jam, i had to decide between adding more boat types, and polishing the graphics.  i focussed on graphics, because too often during my career i&#8217;ve focussed on features.  The result is that i have a really cool, deep game that looks like ass, and i&#8217;m embarrassed to show it.  There&#8217;s one game in particular from my YTV days that i was REALLY proud of, but the graphics were so feeble, i didn&#8217;t like to show it to people.</p>
<p>Topping the list of game improvements are additional boats (where &#8220;boats&#8221; can also include jumping swordfish, mermaids, and the seagulls you mentioned &#8230; i had that idea too).  Numerous people requested fire-breathing, which was also rolling around in my head from the very beginning.  If i have an idea, and everyone who plays the game brings it up, i&#8217;d be a fool not to implement it.</p>
<p>The spitting/chewing thing is very interesting, and cracks open a big can of game philosophy.  When i was building kids&#8217; games for YTV, i&#8217;d have something like Pac Man, and the kids on the boards would say &#8220;i thouhgt it was a rully cool game. i liked eating the dots.  i didn&#8217;t like being eaten by goasts.  take teh goasts part out and the game well be good.&#8221;</p>
<p>(kids can&#8217;t spell worth a damn, btw)</p>
<p>Time and again, i&#8217;d hear this: keep the fun part of the game, but take out the challenging part.  Occasionally, i&#8217;d do it, and then the comments would read &#8220;too eeeeeeasy!!!&#8221;  It&#8217;s a fine balance.  Do game developers know what players want better than the players do?  i&#8217;m not sure.</p>
<p>Spitting and chewing in the sea monster game both make the game more challenging, but less fun.  The real trick, i guess, is to come up with a FUN challenge.  </p>
<p>Lucasarts did this with their beloved adventure games.  Competitor Sierra On-Line built games that were all about killing the player whenever he tried to do stuff &#8230; in some cases, this just meant walking into a room.  Lucasarts understood that the puzzles were the challenging part &#8211; not the deaths &#8211; and eliminated death from their games.  To this day, i&#8217;m a much bigger fan of Lucasarts&#8217; games than i am of the Sierra titles.</p>
<p>There&#8217;s a shift afoot to build games that are more about fun and less about challenge and punishing levels of difficulty!  Check out this article about two GDC 08 lectures for more:</p>
<p><a href="http://untoldentertainment.com/blog/2008/02/26/best-of-gdc-2008-best-panel-or-lecture/" rel="nofollow">http://untoldentertainment.com/blog/2008/02/26/best-of-gdc-2008-best-panel-or-lecture/</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jim McAwesome</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-721</link>
		<dc:creator>Jim McAwesome</dc:creator>
		<pubDate>Wed, 14 May 2008 04:00:20 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-721</guid>
		<description>I am one of the people that recommended against the scoring and timer options. I stand by that awesome decision. It doesn&#039;t suit your game. You&#039;re a freaking monster man!!! You&#039;re eating sailors!!! You&#039;ve lived for centuries!!! What do you care about time or score? You wear no watch. You answer to no-one. Adding scores and timers without context is for the weak and feeble minded. You&#039;re better than that.

One Idea: Start with a half empty stomach that&#039;s constantly draining. You need to eat sailors just to stay alive (common problem in the animal kingdom). Your goal is to eat a ton of sailors quickly, so you can fill your stomach and rest. Two Endings: You die of starvation, or &quot;win&quot; the current ending.

Be warned, I just played the final version, and I am offering more opinions.

---
What I like:

1. Controlling the monster&#039;s head.

2. Shooting the tongue - even if I miss.

3. Grabbing a sailor with my tongue.

---
What I think can be improved:

1. There is really only 1 sailor to eat. Plus, there is only 1 ship.
   I wanted more ships, each with more sailors.
   Currently, I eat 1 sailor and then wait for more.

2. I&#039;m fairly confident that players only see the sailor that walks back &amp; forth,
   since the other sailors (crows nest and portal) are somewhat invisible.
   I bet anything TOJammers thought they were eye candy or protected by the wood.
   When I said I wanted more sailors to eat, I meant I wanted 10 sailors on deck.
   Since the boat is already moving, I want 8 of the 10 sailors to be standing still,
   with only 2 fatter sailors (fill your stomach faster) walking back &amp; forth.
   If I shoot my tongue quickly 10 times, and aim perfectly, I&#039;ll clear the deck. AWESOME.

3. Remove the ability to eat the boat. Who wants to tongue a boat?
   Plus, your graphics and animation are so good you&#039;ve convinced me my flimsy tongue
   couldn&#039;t possibly destroy a solid wood boat.

4. Spitting and Chewing is really a penalty for using your tongue well..
   Spitting and Chewing prevent me from eating more sailors.   
   You solved this by having only 1 boat with 3 sailors, but you solved the wrong problem.
   While I like the variety, currently I spend more clicking chew and flicking spit
   than I do firing my tongue. The problem? Firing my tongue is a LOT more fun than chewing or spitting.
   Anything that delays my ability to fire my tongue is bad.

5. Once you have more sailors, spitting and chewing will become a huge issue. So...
    a) Remove spitting (I repeat, who wants to tongue a boat?)
    b) Require penalty chewing only after eating 10 sailors (10 fat or 10 regular for strategy).
         If you remove spitting, allow me to fire the tongue in the sky to grab bonus passing seagulls.

Who am I?
      Just a man...
            standing in front of a monster...
                  asking her to love him.</description>
		<content:encoded><![CDATA[<p>I am one of the people that recommended against the scoring and timer options. I stand by that awesome decision. It doesn&#8217;t suit your game. You&#8217;re a freaking monster man!!! You&#8217;re eating sailors!!! You&#8217;ve lived for centuries!!! What do you care about time or score? You wear no watch. You answer to no-one. Adding scores and timers without context is for the weak and feeble minded. You&#8217;re better than that.</p>
<p>One Idea: Start with a half empty stomach that&#8217;s constantly draining. You need to eat sailors just to stay alive (common problem in the animal kingdom). Your goal is to eat a ton of sailors quickly, so you can fill your stomach and rest. Two Endings: You die of starvation, or &#8220;win&#8221; the current ending.</p>
<p>Be warned, I just played the final version, and I am offering more opinions.</p>
<p>&#8212;<br />
What I like:</p>
<p>1. Controlling the monster&#8217;s head.</p>
<p>2. Shooting the tongue &#8211; even if I miss.</p>
<p>3. Grabbing a sailor with my tongue.</p>
<p>&#8212;<br />
What I think can be improved:</p>
<p>1. There is really only 1 sailor to eat. Plus, there is only 1 ship.<br />
   I wanted more ships, each with more sailors.<br />
   Currently, I eat 1 sailor and then wait for more.</p>
<p>2. I&#8217;m fairly confident that players only see the sailor that walks back &amp; forth,<br />
   since the other sailors (crows nest and portal) are somewhat invisible.<br />
   I bet anything TOJammers thought they were eye candy or protected by the wood.<br />
   When I said I wanted more sailors to eat, I meant I wanted 10 sailors on deck.<br />
   Since the boat is already moving, I want 8 of the 10 sailors to be standing still,<br />
   with only 2 fatter sailors (fill your stomach faster) walking back &amp; forth.<br />
   If I shoot my tongue quickly 10 times, and aim perfectly, I&#8217;ll clear the deck. AWESOME.</p>
<p>3. Remove the ability to eat the boat. Who wants to tongue a boat?<br />
   Plus, your graphics and animation are so good you&#8217;ve convinced me my flimsy tongue<br />
   couldn&#8217;t possibly destroy a solid wood boat.</p>
<p>4. Spitting and Chewing is really a penalty for using your tongue well..<br />
   Spitting and Chewing prevent me from eating more sailors.<br />
   You solved this by having only 1 boat with 3 sailors, but you solved the wrong problem.<br />
   While I like the variety, currently I spend more clicking chew and flicking spit<br />
   than I do firing my tongue. The problem? Firing my tongue is a LOT more fun than chewing or spitting.<br />
   Anything that delays my ability to fire my tongue is bad.</p>
<p>5. Once you have more sailors, spitting and chewing will become a huge issue. So&#8230;<br />
    a) Remove spitting (I repeat, who wants to tongue a boat?)<br />
    b) Require penalty chewing only after eating 10 sailors (10 fat or 10 regular for strategy).<br />
         If you remove spitting, allow me to fire the tongue in the sky to grab bonus passing seagulls.</p>
<p>Who am I?<br />
      Just a man&#8230;<br />
            standing in front of a monster&#8230;<br />
                  asking her to love him.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-719</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 14 May 2008 01:04:10 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-719</guid>
		<description>Hey, Alejandro!  i&#039;m so glad you came by.  Thanks for creating a great tutorial.  Keep it up!</description>
		<content:encoded><![CDATA[<p>Hey, Alejandro!  i&#8217;m so glad you came by.  Thanks for creating a great tutorial.  Keep it up!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Alejandro Quarto</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-718</link>
		<dc:creator>Alejandro Quarto</dc:creator>
		<pubDate>Tue, 13 May 2008 22:56:24 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-718</guid>
		<description>Hi!

I&#039;ve played your game for a while, and it looks really cool! 

I want to thank you for mention my tutorial at actionscript.org, and also use it to build a great game. You made a good job with it :D

Thanks again, and you can visit my blog for more examples like that one.

Cheers!

Alejandro</description>
		<content:encoded><![CDATA[<p>Hi!</p>
<p>I&#8217;ve played your game for a while, and it looks really cool! </p>
<p>I want to thank you for mention my tutorial at actionscript.org, and also use it to build a great game. You made a good job with it :D</p>
<p>Thanks again, and you can visit my blog for more examples like that one.</p>
<p>Cheers!</p>
<p>Alejandro</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jim McGinley</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-717</link>
		<dc:creator>Jim McGinley</dc:creator>
		<pubDate>Tue, 13 May 2008 19:55:53 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-717</guid>
		<description>Forgot to mention... I&#039;ll play your game tonight and get back to you. If any TOJammers are reading this, we would appreciate it if you could wait on posting your game. We&#039;d like to have some &quot;new&quot; games to launch on the TOJam website to generate interest. I realize we&#039;ve been unclear about this, but we&#039;re finalizing plans as we speak and we will be in touch the next day or two. We don&#039;t move as fast as Ryan, but he&#039;s KARAZY.</description>
		<content:encoded><![CDATA[<p>Forgot to mention&#8230; I&#8217;ll play your game tonight and get back to you. If any TOJammers are reading this, we would appreciate it if you could wait on posting your game. We&#8217;d like to have some &#8220;new&#8221; games to launch on the TOJam website to generate interest. I realize we&#8217;ve been unclear about this, but we&#8217;re finalizing plans as we speak and we will be in touch the next day or two. We don&#8217;t move as fast as Ryan, but he&#8217;s KARAZY.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jim McGinley</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-716</link>
		<dc:creator>Jim McGinley</dc:creator>
		<pubDate>Tue, 13 May 2008 19:49:49 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-716</guid>
		<description>That TOJam summary part of this entry was one of the funniest things I&#039;ve ever read. Entirely accurate, extremely perceptive, and a great perspective. The people that attend TOJam really do put up with a lot, and it&#039;s much appreciated. I like to think of our current growing pains as charm.

You forgot to mention the delerium that set in Sunday morning at 5:00am. If memory serves, you suddenly burst out laughing at your machine. After several outbursts (followed by several apologies), you took off your headphones and said something like this...
&quot;okay okay okay... you HAVE to hear this... it&#039;s the greatest burp sound of ALL time&quot;
(cue more laughter)
I listened to it, and it was pretty damn good.

&quot;The Big Reveal&quot; is a great name for the TOJam ending,
I&#039;m stealing that for T.O. Jam #4 unless you object.

Some people were planning on naming the dead rat in the stairwell. I meant to remove it, but completely forgot. I think we may have just found a soulmate for our lonely GoatOnAPole.</description>
		<content:encoded><![CDATA[<p>That TOJam summary part of this entry was one of the funniest things I&#8217;ve ever read. Entirely accurate, extremely perceptive, and a great perspective. The people that attend TOJam really do put up with a lot, and it&#8217;s much appreciated. I like to think of our current growing pains as charm.</p>
<p>You forgot to mention the delerium that set in Sunday morning at 5:00am. If memory serves, you suddenly burst out laughing at your machine. After several outbursts (followed by several apologies), you took off your headphones and said something like this&#8230;<br />
&#8220;okay okay okay&#8230; you HAVE to hear this&#8230; it&#8217;s the greatest burp sound of ALL time&#8221;<br />
(cue more laughter)<br />
I listened to it, and it was pretty damn good.</p>
<p>&#8220;The Big Reveal&#8221; is a great name for the TOJam ending,<br />
I&#8217;m stealing that for T.O. Jam #4 unless you object.</p>
<p>Some people were planning on naming the dead rat in the stairwell. I meant to remove it, but completely forgot. I think we may have just found a soulmate for our lonely GoatOnAPole.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-713</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Tue, 13 May 2008 18:38:34 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-713</guid>
		<description>Yeah?  Thanks!  i worried it was too coarse and plain.</description>
		<content:encoded><![CDATA[<p>Yeah?  Thanks!  i worried it was too coarse and plain.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mark</title>
		<link>http://www.untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/comment-page-1/#comment-712</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Tue, 13 May 2008 18:32:41 +0000</pubDate>
		<guid isPermaLink="false">http://untoldentertainment.com/blog/2008/05/12/veni-vidi-video-game/#comment-712</guid>
		<description>Love the HERE BE DRAGONS title screen!</description>
		<content:encoded><![CDATA[<p>Love the HERE BE DRAGONS title screen!</p>
]]></content:encoded>
	</item>
</channel>
</rss>

