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	<title>Comments for T=Machine</title>
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	<link>http://t-machine.org</link>
	<description>Internet Gaming, Computer Games, Technology, MMO, and Web 2.0</description>
	<pubDate>Sat, 05 Jul 2008 19:02:53 +0000</pubDate>
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		<title>Comment on Reputation and ranking systems for online games and web games by Bryce Glass</title>
		<link>http://t-machine.org/index.php/2008/07/01/reputation-and-ranking-systems-for-online-games-and-web-games/#comment-1860</link>
		<dc:creator>Bryce Glass</dc:creator>
		<pubDate>Wed, 02 Jul 2008 01:27:16 +0000</pubDate>
		<guid isPermaLink="false">http://t-machine.org/?p=205#comment-1860</guid>
		<description>Hey Adam -- just found this post (I'm Bryce or… your "Bruce" ;-) Excellent points, all! 

You're absolutely right. The patterns that we published definitely have an 'online community' bent to them (rather than gaming, and when you think about what Yahoo! typically produces, it probably makes sense.) In fact, Josh Porter specifically asked me about Gaming-Vs.-SocialSoftware rep systems tho' it didn't make his final edit (I suspect because it was a long and lame answer) -- I posted that response on my site: http://soldierant.net/archives/2008/06/the_bokardo_intervie.html 

And, I hadn't realized until I read this, but you're right — the interview at least, and possibly the patterns themselves seem to imply that there's value in honing in on 'the one RIGHT' pattern to employ, but I agree -- sometimes the right pattern may be several, additive ones. (This was kind of implied in my praise for Yelp and their numerous ways to reward good review-writers, as 'Funny' or 'Helpful' or just 'First to Review'.)

And I think we'd probably agree, too, on your assertion that it's okay to use "all of them" (reputation types or patterns) in social gaming. Remember, because our focus is online communities (many of which are non-competitive in nature) we caution those designers to stay conservative. That was part of the impetus to also publish a 'meta pattern' (the Competitive Spectrum - http://developer.yahoo.com/ypatterns/pattern.php?pattern=competitive ) ... to remind community designers specifically that they're NOT designing a game, and probably don't have that lateral range of motion that a game designer would.

Great points all around - I especially enjoyed the "Why One is Never Enough" bullets… Looking forward to the next post on Kongregate! (Subscribing to your feed now…)</description>
		<content:encoded><![CDATA[<p>Hey Adam &#8212; just found this post (I&#8217;m Bryce or… your &#8220;Bruce&#8221; ;-) Excellent points, all! </p>
<p>You&#8217;re absolutely right. The patterns that we published definitely have an &#8216;online community&#8217; bent to them (rather than gaming, and when you think about what Yahoo! typically produces, it probably makes sense.) In fact, Josh Porter specifically asked me about Gaming-Vs.-SocialSoftware rep systems tho&#8217; it didn&#8217;t make his final edit (I suspect because it was a long and lame answer) &#8212; I posted that response on my site: <a href="http://soldierant.net/archives/2008/06/the_bokardo_intervie.html" rel="nofollow">http://soldierant.net/archives/2008/06/the_bokardo_intervie.html</a> </p>
<p>And, I hadn&#8217;t realized until I read this, but you&#8217;re right — the interview at least, and possibly the patterns themselves seem to imply that there&#8217;s value in honing in on &#8216;the one RIGHT&#8217; pattern to employ, but I agree &#8212; sometimes the right pattern may be several, additive ones. (This was kind of implied in my praise for Yelp and their numerous ways to reward good review-writers, as &#8216;Funny&#8217; or &#8216;Helpful&#8217; or just &#8216;First to Review&#8217;.)</p>
<p>And I think we&#8217;d probably agree, too, on your assertion that it&#8217;s okay to use &#8220;all of them&#8221; (reputation types or patterns) in social gaming. Remember, because our focus is online communities (many of which are non-competitive in nature) we caution those designers to stay conservative. That was part of the impetus to also publish a &#8216;meta pattern&#8217; (the Competitive Spectrum - <a href="http://developer.yahoo.com/ypatterns/pattern.php?pattern=competitive" rel="nofollow">http://developer.yahoo.com/ypatterns/pattern.php?pattern=competitive</a> ) &#8230; to remind community designers specifically that they&#8217;re NOT designing a game, and probably don&#8217;t have that lateral range of motion that a game designer would.</p>
<p>Great points all around - I especially enjoyed the &#8220;Why One is Never Enough&#8221; bullets… Looking forward to the next post on Kongregate! (Subscribing to your feed now…)</p>
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		<title>Comment on Two factor security solves everything (&#8221;well done, Blizzard!&#8221;) by Peter Freese</title>
		<link>http://t-machine.org/index.php/2008/07/01/two-factor-security-solves-everything-well-done-blizzard/#comment-1859</link>
		<dc:creator>Peter Freese</dc:creator>
		<pubDate>Tue, 01 Jul 2008 19:20:11 +0000</pubDate>
		<guid isPermaLink="false">http://t-machine.org/?p=206#comment-1859</guid>
		<description>I actually believe the TFS device will reduce account hacking from the use of ubiquitous username/password pairs. I would presume that most players use the same login info for dozens of websites as they do for their WoW account. I agree that it doesn't make you completely secure, but Isn't security all about making it harder for a thief to target you so they go for an easier target?</description>
		<content:encoded><![CDATA[<p>I actually believe the TFS device will reduce account hacking from the use of ubiquitous username/password pairs. I would presume that most players use the same login info for dozens of websites as they do for their WoW account. I agree that it doesn&#8217;t make you completely secure, but Isn&#8217;t security all about making it harder for a thief to target you so they go for an easier target?</p>
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		<title>Comment on Scrum &#8230; and Production, Pre-Production in games by Peter Freese</title>
		<link>http://t-machine.org/index.php/2008/06/27/scrum-and-production-pre-production-in-games/#comment-1858</link>
		<dc:creator>Peter Freese</dc:creator>
		<pubDate>Tue, 01 Jul 2008 19:02:36 +0000</pubDate>
		<guid isPermaLink="false">http://t-machine.org/?p=203#comment-1858</guid>
		<description>We use agile methods, not "Agile" (note the proper name case). We employ some of the concepts from Scrum, but any Scrum advocate would tell you we're not using Scrum. And this varies from project to project, depending on the whims of the leads.

Some of the most useful aspects of Scrum I've found for pre-production are 2-week sprints with runnable (demonstrable) deliverables, daily stand-ups, and a feature backlog. We don't use burn-down charts; I usually put the sprint goals on a whiteboard in the stand-up area and keep it updated continuously so anyone and everyone can see what we have completed and what needs to be done to meet our sprint goals.</description>
		<content:encoded><![CDATA[<p>We use agile methods, not &#8220;Agile&#8221; (note the proper name case). We employ some of the concepts from Scrum, but any Scrum advocate would tell you we&#8217;re not using Scrum. And this varies from project to project, depending on the whims of the leads.</p>
<p>Some of the most useful aspects of Scrum I&#8217;ve found for pre-production are 2-week sprints with runnable (demonstrable) deliverables, daily stand-ups, and a feature backlog. We don&#8217;t use burn-down charts; I usually put the sprint goals on a whiteboard in the stand-up area and keep it updated continuously so anyone and everyone can see what we have completed and what needs to be done to meet our sprint goals.</p>
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		<title>Comment on Entity Systems are the future of MMOG development - Part 1 by Sander van Rossen</title>
		<link>http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/#comment-1855</link>
		<dc:creator>Sander van Rossen</dc:creator>
		<pubDate>Mon, 30 Jun 2008 20:04:29 +0000</pubDate>
		<guid isPermaLink="false">http://tmachine1.dh.bytemark.co.uk/blog/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/#comment-1855</guid>
		<description>When are you going to post the next post on this topic? 
Really love what you wrote up so far.</description>
		<content:encoded><![CDATA[<p>When are you going to post the next post on this topic?<br />
Really love what you wrote up so far.</p>
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		<title>Comment on Scrum &#8230; and Production, Pre-Production in games by adam</title>
		<link>http://t-machine.org/index.php/2008/06/27/scrum-and-production-pre-production-in-games/#comment-1853</link>
		<dc:creator>adam</dc:creator>
		<pubDate>Sat, 28 Jun 2008 12:20:21 +0000</pubDate>
		<guid isPermaLink="false">http://t-machine.org/?p=203#comment-1853</guid>
		<description>"we use pre-production to prototype design concepts and technology ideas, with the understanding that these don’t become working parts of our game"

Have you tried using Scrum? I'd be interested to know how you see this prototyping relating to Scrum. We do something very similar, a pre-pre-production :), to do ultra throw-away prototyping, but that was started before scrum, and integrating it into Scrum (getting prototypes to move from this incubation stage to a scrum pre-prod stage) is something I don't fully understand.</description>
		<content:encoded><![CDATA[<p>&#8220;we use pre-production to prototype design concepts and technology ideas, with the understanding that these don’t become working parts of our game&#8221;</p>
<p>Have you tried using Scrum? I&#8217;d be interested to know how you see this prototyping relating to Scrum. We do something very similar, a pre-pre-production :), to do ultra throw-away prototyping, but that was started before scrum, and integrating it into Scrum (getting prototypes to move from this incubation stage to a scrum pre-prod stage) is something I don&#8217;t fully understand.</p>
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		<title>Comment on Scrum &#8230; and Production, Pre-Production in games by Peter Freese</title>
		<link>http://t-machine.org/index.php/2008/06/27/scrum-and-production-pre-production-in-games/#comment-1852</link>
		<dc:creator>Peter Freese</dc:creator>
		<pubDate>Sat, 28 Jun 2008 00:04:50 +0000</pubDate>
		<guid isPermaLink="false">http://t-machine.org/?p=203#comment-1852</guid>
		<description>As a data point for the semantics of pre-production: we use pre-production to prototype design concepts and technology ideas, with the understanding that these don't become working parts of our game. One of the ways we ensure that prototype code doesn't get morphed into shipping code by an overly aggressive production schedule (or publisher) is by doing prototyping in languages that allow rapid development, but aren't necessarily suitable for shipping.

Pre-production for large projects seems to be typically trending in the 12-24 month time frame. One of the largest factors I see as a distinction between pre-production and full production is the funding model, with the latter being almost exclusively publisher supplied, and the former between a combination of self-funding and investor driven.</description>
		<content:encoded><![CDATA[<p>As a data point for the semantics of pre-production: we use pre-production to prototype design concepts and technology ideas, with the understanding that these don&#8217;t become working parts of our game. One of the ways we ensure that prototype code doesn&#8217;t get morphed into shipping code by an overly aggressive production schedule (or publisher) is by doing prototyping in languages that allow rapid development, but aren&#8217;t necessarily suitable for shipping.</p>
<p>Pre-production for large projects seems to be typically trending in the 12-24 month time frame. One of the largest factors I see as a distinction between pre-production and full production is the funding model, with the latter being almost exclusively publisher supplied, and the former between a combination of self-funding and investor driven.</p>
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		<title>Comment on Game process: what are Pre-production and Production? by T=Machine &#187; Scrum &#8230; and Production, Pre-Production in games</title>
		<link>http://t-machine.org/index.php/2008/06/27/game-process-what-are-pre-production-and-production/#comment-1850</link>
		<dc:creator>T=Machine &#187; Scrum &#8230; and Production, Pre-Production in games</dc:creator>
		<pubDate>Fri, 27 Jun 2008 15:04:09 +0000</pubDate>
		<guid isPermaLink="false">http://t-machine.org/?p=204#comment-1850</guid>
		<description>[...] than bore you senseless here if you already know all this, I&#8217;ve written up a slightly more detailed explanation of games production stages and how they relate to each other. If you aren&#8217;t familiar with those stages, read that [...]</description>
		<content:encoded><![CDATA[<p>[...] than bore you senseless here if you already know all this, I&#8217;ve written up a slightly more detailed explanation of games production stages and how they relate to each other. If you aren&#8217;t familiar with those stages, read that [...]</p>
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		<title>Comment on Firefox 3 hits RC1 - stupid design decisions by Peter Freese</title>
		<link>http://t-machine.org/index.php/2008/05/30/firefox-3-hits-rc1-stupid-design-decisions/#comment-1849</link>
		<dc:creator>Peter Freese</dc:creator>
		<pubDate>Thu, 26 Jun 2008 19:17:57 +0000</pubDate>
		<guid isPermaLink="false">http://t-machine.org/?p=195#comment-1849</guid>
		<description>@eyrie0: Simple answer? Multi-monitor.</description>
		<content:encoded><![CDATA[<p>@eyrie0: Simple answer? Multi-monitor.</p>
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		<title>Comment on Stupid article on &#8220;VideoGame Story Design&#8221; by adam</title>
		<link>http://t-machine.org/index.php/2008/06/25/stupid-article-on-videogame-story-design/#comment-1848</link>
		<dc:creator>adam</dc:creator>
		<pubDate>Thu, 26 Jun 2008 15:08:32 +0000</pubDate>
		<guid isPermaLink="false">http://t-machine.org/?p=202#comment-1848</guid>
		<description>"For me a good game is always about making choice" - IMHO, that's a pretty good starting point if you want a simple description of games. It's too simplistic for a lot of things, and there is a even a small niche of games for which this is not true, but nothing's perfect :).</description>
		<content:encoded><![CDATA[<p>&#8220;For me a good game is always about making choice&#8221; - IMHO, that&#8217;s a pretty good starting point if you want a simple description of games. It&#8217;s too simplistic for a lot of things, and there is a even a small niche of games for which this is not true, but nothing&#8217;s perfect :).</p>
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		<title>Comment on Stupid article on &#8220;VideoGame Story Design&#8221; by Manakel</title>
		<link>http://t-machine.org/index.php/2008/06/25/stupid-article-on-videogame-story-design/#comment-1847</link>
		<dc:creator>Manakel</dc:creator>
		<pubDate>Thu, 26 Jun 2008 11:25:07 +0000</pubDate>
		<guid isPermaLink="false">http://t-machine.org/?p=202#comment-1847</guid>
		<description>Hello,
The author clearly advocates the niche market of its future game.
And also why the features that are not in his game are not important for gamers.
It's about managing the hype effect !!!*

I personnaly don't play much games with great story . I only do multiplayer games. And i see a lot of things that are more important to the game fun (gameplay) that the story behind ...
Like choice balance, progress path and rewards, level of mastery... , logic....
For me a good game is always about making choice, difficult choice...
between weapons, between path, betwean factions , between placement etc...</description>
		<content:encoded><![CDATA[<p>Hello,<br />
The author clearly advocates the niche market of its future game.<br />
And also why the features that are not in his game are not important for gamers.<br />
It&#8217;s about managing the hype effect !!!*</p>
<p>I personnaly don&#8217;t play much games with great story . I only do multiplayer games. And i see a lot of things that are more important to the game fun (gameplay) that the story behind &#8230;<br />
Like choice balance, progress path and rewards, level of mastery&#8230; , logic&#8230;.<br />
For me a good game is always about making choice, difficult choice&#8230;<br />
between weapons, between path, betwean factions , between placement etc&#8230;</p>
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