<?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/"
		>
<channel>
	<title>Comments on: Fun: The final achievement</title>
	<atom:link href="http://blog.vortixgames.com/fun-the-final-achievement/feed" rel="self" type="application/rss+xml" />
	<link>http://blog.vortixgames.com/fun-the-final-achievement</link>
	<description></description>
	<lastBuildDate>Tue, 10 Aug 2010 02:49:22 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=abc</generator>
	<item>
		<title>By: Vlad</title>
		<link>http://blog.vortixgames.com/fun-the-final-achievement/comment-page-1#comment-522</link>
		<dc:creator>Vlad</dc:creator>
		<pubDate>Thu, 18 Feb 2010 09:43:38 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=802#comment-522</guid>
		<description>Hey Sash

Actually copying mechanics is what most gamedev is all about if you think of it. There aren&#039;t that many mechanics. I read a book once (don&#039;t remember which) that connected all game genres (by their original title) through the time, from the original Pong to Doom if I&#039;m not mistaken.

What I mean by copying is when there&#039;s no added value. It&#039;s just a copy, maybe other graphics, other &#039;aesthetics&#039; in several parts of the game, but all creativity ends there.

Look at our games, we have a match-3 (similar to Collapse) , a shooter (similar to Asteroids), a chain-reaction IP (don&#039;t even know what&#039;s the original one), another matching game and that&#039;s it. So if we look at mechanics, we aren&#039;t original, but we say many times &#039;with a twist&#039;... all our games offer some added value, that&#039;s our whole point.</description>
		<content:encoded><![CDATA[<p>Hey Sash</p>
<p>Actually copying mechanics is what most gamedev is all about if you think of it. There aren&#8217;t that many mechanics. I read a book once (don&#8217;t remember which) that connected all game genres (by their original title) through the time, from the original Pong to Doom if I&#8217;m not mistaken.</p>
<p>What I mean by copying is when there&#8217;s no added value. It&#8217;s just a copy, maybe other graphics, other &#8216;aesthetics&#8217; in several parts of the game, but all creativity ends there.</p>
<p>Look at our games, we have a match-3 (similar to Collapse) , a shooter (similar to Asteroids), a chain-reaction IP (don&#8217;t even know what&#8217;s the original one), another matching game and that&#8217;s it. So if we look at mechanics, we aren&#8217;t original, but we say many times &#8216;with a twist&#8217;&#8230; all our games offer some added value, that&#8217;s our whole point.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: No Actual Content Yet &#171; O-New</title>
		<link>http://blog.vortixgames.com/fun-the-final-achievement/comment-page-1#comment-519</link>
		<dc:creator>No Actual Content Yet &#171; O-New</dc:creator>
		<pubDate>Thu, 18 Feb 2010 07:17:48 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=802#comment-519</guid>
		<description>[...] http://blog.vortixgames.com/fun-the-final-achievement [...]</description>
		<content:encoded><![CDATA[<p>[...] <a href="http://blog.vortixgames.com/fun-the-final-achievement" rel="nofollow">http://blog.vortixgames.com/fun-the-final-achievement</a> [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sash</title>
		<link>http://blog.vortixgames.com/fun-the-final-achievement/comment-page-1#comment-517</link>
		<dc:creator>Sash</dc:creator>
		<pubDate>Thu, 18 Feb 2010 01:14:47 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=802#comment-517</guid>
		<description>Hey Vlad,
Pretty sweet post, I see way to much of what you&#039;re talking about, people copying things mindlessly because they were &quot;fun&quot; in other games. But still, if you know where you&#039;re going with it, copying other games can be incredibly useful.
I wrote a post a while back which is actually pretty similar to what you&#039;ve written here, although it talks more about copying mechanics to generate value in a game.
Check it out: http://bitbattalion.com/2010/02/experience-driven-game-design/</description>
		<content:encoded><![CDATA[<p>Hey Vlad,<br />
Pretty sweet post, I see way to much of what you&#8217;re talking about, people copying things mindlessly because they were &#8220;fun&#8221; in other games. But still, if you know where you&#8217;re going with it, copying other games can be incredibly useful.<br />
I wrote a post a while back which is actually pretty similar to what you&#8217;ve written here, although it talks more about copying mechanics to generate value in a game.<br />
Check it out: <a href="http://bitbattalion.com/2010/02/experience-driven-game-design/" rel="nofollow">http://bitbattalion.com/2010/02/experience-driven-game-design/</a></p>
]]></content:encoded>
	</item>
</channel>
</rss>
