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	<title>Comments on: Anti-social Behaviour and Video Game Design</title>
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	<link>http://www.inqk.net/weblog/2007/11/18/anti-social-behaviour-and-video-game-design/</link>
	<description>I like the word mystering</description>
	<pubDate>Wed, 07 Jan 2009 11:58:20 +0000</pubDate>
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		<title>By: video game design</title>
		<link>http://www.inqk.net/weblog/2007/11/18/anti-social-behaviour-and-video-game-design/comment-page-1/#comment-3073</link>
		<dc:creator>video game design</dc:creator>
		<pubDate>Mon, 10 Dec 2007 23:12:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.inqk.net/weblog/2007/11/18/anti-social-behaviour-and-video-game-design/#comment-3073</guid>
		<description>[...] Anti-social Behaviour and Video Game Design [...]</description>
		<content:encoded><![CDATA[<p>[...] Anti-social Behaviour and Video Game Design [...]</p>
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		<title>By: Mike</title>
		<link>http://www.inqk.net/weblog/2007/11/18/anti-social-behaviour-and-video-game-design/comment-page-1/#comment-2780</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Tue, 20 Nov 2007 11:28:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.inqk.net/weblog/2007/11/18/anti-social-behaviour-and-video-game-design/#comment-2780</guid>
		<description>It's true that most of what I'm saying is of application only to 'personal games' (as you put it). But this is by design. The anti-social behaviour I'm talking about is performed almost entirely in these types of games.

That being said, it would be possible to apply some of these principles to any game where you are engaged in cooperative play. I can imagine an RTS, for instance, where if you're too terrible your team mate, instead of bailing you out all the time, might actually betray you and join the other team.

Oh, and if you write up anything about more realistic economies in games put a link here. I like the sound of it :)</description>
		<content:encoded><![CDATA[<p>It&#8217;s true that most of what I&#8217;m saying is of application only to &#8216;personal games&#8217; (as you put it). But this is by design. The anti-social behaviour I&#8217;m talking about is performed almost entirely in these types of games.</p>
<p>That being said, it would be possible to apply some of these principles to any game where you are engaged in cooperative play. I can imagine an RTS, for instance, where if you&#8217;re too terrible your team mate, instead of bailing you out all the time, might actually betray you and join the other team.</p>
<p>Oh, and if you write up anything about more realistic economies in games put a link here. I like the sound of it <img src='http://www.inqk.net/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Palchan</title>
		<link>http://www.inqk.net/weblog/2007/11/18/anti-social-behaviour-and-video-game-design/comment-page-1/#comment-2771</link>
		<dc:creator>Palchan</dc:creator>
		<pubDate>Tue, 20 Nov 2007 04:48:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.inqk.net/weblog/2007/11/18/anti-social-behaviour-and-video-game-design/#comment-2771</guid>
		<description>I can agree with you as far as character and character relations go, but this only really applies for personal games by which I mean first person/third person games (as are common on consoles). I would argue that a realistic economy is also still something that hasn't really been realised, but that's not really what this is about. :o :)</description>
		<content:encoded><![CDATA[<p>I can agree with you as far as character and character relations go, but this only really applies for personal games by which I mean first person/third person games (as are common on consoles). I would argue that a realistic economy is also still something that hasn&#8217;t really been realised, but that&#8217;s not really what this is about. <img src='http://www.inqk.net/wordpress/wp-includes/images/smilies/icon_surprised.gif' alt=':o' class='wp-smiley' /> <img src='http://www.inqk.net/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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