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	<title>Jeckecko &#187; gameplay</title>
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	<description>Precious little about anything…</description>
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		<title>Gamebeat</title>
		<link>http://www.jeckecko.net/blog/2007/09/19/gamebeat/</link>
		<comments>http://www.jeckecko.net/blog/2007/09/19/gamebeat/#comments</comments>
		<pubDate>Wed, 19 Sep 2007 13:00:00 +0000</pubDate>
		<dc:creator>James Box</dc:creator>
				<category><![CDATA[gameplay]]></category>
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		<guid isPermaLink="false">http://www.jeckecko.net/blog/2007/09/19/gamebeat/</guid>
		<description><![CDATA[&#8220;Every time I sit down with a finely crafted title such as Tetris or Super Mario Brothers, I catch hints of a concise and clearly defined structure behind the gameplay. It is my belief that a highly mechanical and predictable &#8230; <a href="http://www.jeckecko.net/blog/2007/09/19/gamebeat/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<p>&#8220;Every time I sit down with a finely crafted title such as Tetris or Super Mario Brothers, I catch hints of a concise and clearly defined structure behind the gameplay. It is my belief that a highly mechanical and predictable heart, built on the foundation of basic human psychology, beats at the core of every single successful game.&#8221;</p>
<p class="source">Daniel Cook, <a href="http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php?print=1">The Chemistry Of Game Design</a></p>
</blockquote>
<p>P.S. this is a highly recommended article for anyone interested in the science of play.</p>
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		<title>Sensible shoes</title>
		<link>http://www.jeckecko.net/blog/2007/09/11/sensible-shoes/</link>
		<comments>http://www.jeckecko.net/blog/2007/09/11/sensible-shoes/#comments</comments>
		<pubDate>Tue, 11 Sep 2007 08:45:19 +0000</pubDate>
		<dc:creator>James Box</dc:creator>
				<category><![CDATA[gameplay]]></category>
		<category><![CDATA[quotes]]></category>

		<guid isPermaLink="false">http://www.jeckecko.net/blog/2007/09/11/sensible-shoes/</guid>
		<description><![CDATA[&#8220;Players seeking to advance in a game will always try to optimize what they are doing. If they are clever and see an optimal pathâ€”an Alexandrine solution to a Gordian problemâ€”theyâ€™ll do that instead of the &#8216;intended gameplay.&#8217; They will &#8230; <a href="http://www.jeckecko.net/blog/2007/09/11/sensible-shoes/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<blockquote>
<p>&#8220;Players seeking to advance in a game will always try to optimize what they are doing.</p>
<p>If they are clever and see an optimal pathâ€”an Alexandrine solution to a Gordian problemâ€”theyâ€™ll do that instead of the &#8216;intended gameplay.&#8217;</p>
<p>They will try to make the gameplay as as predictable as possible.</p>
<p>Which then means it becomes boring, and not fun.</p>
<p>In the real world, we call this &#8216;security&#8217; and &#8216;steady jobs&#8217; and &#8216;sensible shoes&#8217; and &#8216;routine.&#8217; </p>
<p>Call it a treadmill, if you want.&#8221;</p>
<p class="source"><a href="http://theoryoffun.com/theoryoffun.pdf">Raph Koster</a> (via <a href="http://leapfrog.nl/blog/">Kars</a>)</p>
</blockquote>
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