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	<title>Comments on: 20 Game Designs: 3 &#8211; Gardens!</title>
	<atom:link href="http://quietbabylon.com/2008/20-game-designs-3-gardens/feed/" rel="self" type="application/rss+xml" />
	<link>http://quietbabylon.com/2008/20-game-designs-3-gardens/</link>
	<description>Cyborgs, architects and our weird broken future.</description>
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		<title>By: andrea.</title>
		<link>http://quietbabylon.com/2008/20-game-designs-3-gardens/comment-page-1/#comment-14</link>
		<dc:creator>andrea.</dc:creator>
		<pubDate>Tue, 19 Feb 2008 22:37:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.toothdemon.net/doingitwrong/2008/02/11/20-game-designs-3-gardens/#comment-14</guid>
		<description>I like your interpretation of the word poaching! I had assumed it meant poaching like a poached egg. (I think poached fruit is a thing?)  Haha, I wonder what THAT game would be like!</description>
		<content:encoded><![CDATA[<p>I like your interpretation of the word poaching! I had assumed it meant poaching like a poached egg. (I think poached fruit is a thing?)  Haha, I wonder what THAT game would be like!</p>
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		<title>By: Sam</title>
		<link>http://quietbabylon.com/2008/20-game-designs-3-gardens/comment-page-1/#comment-13</link>
		<dc:creator>Sam</dc:creator>
		<pubDate>Wed, 13 Feb 2008 16:58:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.toothdemon.net/doingitwrong/2008/02/11/20-game-designs-3-gardens/#comment-13</guid>
		<description>But checkers is 1 on 1. And it takes less than 10 minutes to play a game. Perhaps an option would be to limit it to 1 of each type per player, and instead of losing units have them return to a starting place when they lose a battle? That way you still have the interaction between different unit types but you don&#039;t need as much planing to use them.</description>
		<content:encoded><![CDATA[<p>But checkers is 1 on 1. And it takes less than 10 minutes to play a game. Perhaps an option would be to limit it to 1 of each type per player, and instead of losing units have them return to a starting place when they lose a battle? That way you still have the interaction between different unit types but you don&#8217;t need as much planing to use them.</p>
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		<title>By: Tim!</title>
		<link>http://quietbabylon.com/2008/20-game-designs-3-gardens/comment-page-1/#comment-12</link>
		<dc:creator>Tim!</dc:creator>
		<pubDate>Wed, 13 Feb 2008 03:16:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.toothdemon.net/doingitwrong/2008/02/11/20-game-designs-3-gardens/#comment-12</guid>
		<description>Hmm, you may be right about the mechanics not matching the theme. I think that a simple RPS strategy is less bad than Risk or Chess so perhaps they were bad examples. Checkers has two unit types and it works great for families. I wonder if 3 can work.

To the playtesting!</description>
		<content:encoded><![CDATA[<p>Hmm, you may be right about the mechanics not matching the theme. I think that a simple RPS strategy is less bad than Risk or Chess so perhaps they were bad examples. Checkers has two unit types and it works great for families. I wonder if 3 can work.</p>
<p>To the playtesting!</p>
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		<title>By: Sam</title>
		<link>http://quietbabylon.com/2008/20-game-designs-3-gardens/comment-page-1/#comment-11</link>
		<dc:creator>Sam</dc:creator>
		<pubDate>Wed, 13 Feb 2008 03:08:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.toothdemon.net/doingitwrong/2008/02/11/20-game-designs-3-gardens/#comment-11</guid>
		<description>I have been thinking about this since you posted this, so I thought I would comment.

I don&#039;t think the many unit idea works for a &#039;family&#039; game. It limits the number of players to the number of &#039;sets&#039; you have and I would fear that young players would have trouble formulating strategies to efficiently use there units. Risk and chess are not what I would consider good &#039;family&#039; games.

I think the best family games are ones like Monopoly where there are decisions to be made and strategies to formulate (like trying to buy all the railroads) but in the end it is really just the roll of the dice that decides the winner. That way more mature players feel like they are affecting there chance of success, but the younger people still have a good chance of winning.

I don&#039;t think this means it&#039;s a bad game idea, but if it isn&#039;t family targeted a light hearted theme like &#039;poaching pears&#039; may not make a lot of sense.</description>
		<content:encoded><![CDATA[<p>I have been thinking about this since you posted this, so I thought I would comment.</p>
<p>I don&#8217;t think the many unit idea works for a &#8216;family&#8217; game. It limits the number of players to the number of &#8217;sets&#8217; you have and I would fear that young players would have trouble formulating strategies to efficiently use there units. Risk and chess are not what I would consider good &#8216;family&#8217; games.</p>
<p>I think the best family games are ones like Monopoly where there are decisions to be made and strategies to formulate (like trying to buy all the railroads) but in the end it is really just the roll of the dice that decides the winner. That way more mature players feel like they are affecting there chance of success, but the younger people still have a good chance of winning.</p>
<p>I don&#8217;t think this means it&#8217;s a bad game idea, but if it isn&#8217;t family targeted a light hearted theme like &#8216;poaching pears&#8217; may not make a lot of sense.</p>
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		<title>By: Jake</title>
		<link>http://quietbabylon.com/2008/20-game-designs-3-gardens/comment-page-1/#comment-10</link>
		<dc:creator>Jake</dc:creator>
		<pubDate>Mon, 11 Feb 2008 16:55:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.toothdemon.net/doingitwrong/2008/02/11/20-game-designs-3-gardens/#comment-10</guid>
		<description>I like it! Nice designing!</description>
		<content:encoded><![CDATA[<p>I like it! Nice designing!</p>
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