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	<title>Comments for vector poem</title>
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	<link>http://vectorpoem.com/news</link>
	<description>game design, expressive play, interactive art, and so on.</description>
	<lastBuildDate>Wed, 17 Apr 2013 20:23:10 +0000</lastBuildDate>
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		<title>Comment on Popular: Postmortem for a Failed Prototype by Naveen</title>
		<link>http://vectorpoem.com/news/?p=133&#038;cpage=1#comment-2718</link>
		<dc:creator>Naveen</dc:creator>
		<pubDate>Wed, 17 Apr 2013 20:23:10 +0000</pubDate>
		<guid isPermaLink="false">http://vectorpoem.com/news/?p=133#comment-2718</guid>
		<description><![CDATA[Is the prototype and source code still available for download?]]></description>
		<content:encoded><![CDATA[<p>Is the prototype and source code still available for download?</p>
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		<title>Comment on Coelacanth: Lessons from Doom by Enlaces bonitos &#124; El Chigüire Literario</title>
		<link>http://vectorpoem.com/news/?p=74&#038;cpage=2#comment-2710</link>
		<dc:creator>Enlaces bonitos &#124; El Chigüire Literario</dc:creator>
		<pubDate>Sat, 29 Dec 2012 20:54:08 +0000</pubDate>
		<guid isPermaLink="false">http://vectorpoem.com/news/?p=74#comment-2710</guid>
		<description><![CDATA[[...] segundo es un viejo pero interesante artículo sobre cómo innovar en los videojuegos no siempre es sobre ir en direcciones desconocidas, sino ir al orig..., usando como ejemplo al viejo Doom de [...]]]></description>
		<content:encoded><![CDATA[<p>[...] segundo es un viejo pero interesante artículo sobre cómo innovar en los videojuegos no siempre es sobre ir en direcciones desconocidas, sino ir al orig&#8230;, usando como ejemplo al viejo Doom de [...]</p>
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		<title>Comment on Popular: Postmortem for a Failed Prototype by Jim</title>
		<link>http://vectorpoem.com/news/?p=133&#038;cpage=1#comment-2506</link>
		<dc:creator>Jim</dc:creator>
		<pubDate>Mon, 05 Mar 2012 17:06:56 +0000</pubDate>
		<guid isPermaLink="false">http://vectorpoem.com/news/?p=133#comment-2506</guid>
		<description><![CDATA[I made a social simulation-ish prototype in PyGame as well - mine was about opinions of issues. I&#039;d have people arranged in a grid that would hold opinions about an issue that would influence each other each turn if they were connected. The player could move connection lines each turn.

I ran into a problem similar to yours. It just turned into a bunch of flickering numbers that didn&#039;t inspire much feeling, and I lost interest. But now, I feel like digging it up and seeing what specifically lead to that! Thanks for the post.]]></description>
		<content:encoded><![CDATA[<p>I made a social simulation-ish prototype in PyGame as well &#8211; mine was about opinions of issues. I&#8217;d have people arranged in a grid that would hold opinions about an issue that would influence each other each turn if they were connected. The player could move connection lines each turn.</p>
<p>I ran into a problem similar to yours. It just turned into a bunch of flickering numbers that didn&#8217;t inspire much feeling, and I lost interest. But now, I feel like digging it up and seeing what specifically lead to that! Thanks for the post.</p>
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		<title>Comment on Popular: Postmortem for a Failed Prototype by Aubrey Hesselgren</title>
		<link>http://vectorpoem.com/news/?p=133&#038;cpage=1#comment-2496</link>
		<dc:creator>Aubrey Hesselgren</dc:creator>
		<pubDate>Mon, 05 Mar 2012 14:20:32 +0000</pubDate>
		<guid isPermaLink="false">http://vectorpoem.com/news/?p=133#comment-2496</guid>
		<description><![CDATA[Entire last comment written on horrible. Virtual keypad]]></description>
		<content:encoded><![CDATA[<p>Entire last comment written on horrible. Virtual keypad</p>
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		<title>Comment on Popular: Postmortem for a Failed Prototype by Aubrey Hesselgren</title>
		<link>http://vectorpoem.com/news/?p=133&#038;cpage=1#comment-2495</link>
		<dc:creator>Aubrey Hesselgren</dc:creator>
		<pubDate>Mon, 05 Mar 2012 14:19:33 +0000</pubDate>
		<guid isPermaLink="false">http://vectorpoem.com/news/?p=133#comment-2495</guid>
		<description><![CDATA[Your &quot;chunking&quot; of social groups made me think of a spatial metaphor: placing a spring between characters to physically draw them closer or further away from the hovered over player,. Thus groups would clench together physically. That&#039;s a useful aspect of shooter/spatial mechanics to bring over. Indeed I wanted to make a space ship game where factions aren&#039;t discreet, but rather were emergent out of their general desire to cluster with trustworthy allies. 

When prom was announced, and the idea of &quot;social physics&quot; was mentioned, this was immediately what I thought of. 

You know I already saw this, but I still think it&#039;s great exploratory work, and we&#039;ll worth as many stabs as you can suffer to give it!]]></description>
		<content:encoded><![CDATA[<p>Your &#8220;chunking&#8221; of social groups made me think of a spatial metaphor: placing a spring between characters to physically draw them closer or further away from the hovered over player,. Thus groups would clench together physically. That&#8217;s a useful aspect of shooter/spatial mechanics to bring over. Indeed I wanted to make a space ship game where factions aren&#8217;t discreet, but rather were emergent out of their general desire to cluster with trustworthy allies. </p>
<p>When prom was announced, and the idea of &#8220;social physics&#8221; was mentioned, this was immediately what I thought of. </p>
<p>You know I already saw this, but I still think it&#8217;s great exploratory work, and we&#8217;ll worth as many stabs as you can suffer to give it!</p>
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		<title>Comment on Breadth by vector poem &#187; Popular: Postmortem for a Failed Prototype</title>
		<link>http://vectorpoem.com/news/?p=36&#038;cpage=1#comment-2485</link>
		<dc:creator>vector poem &#187; Popular: Postmortem for a Failed Prototype</dc:creator>
		<pubDate>Mon, 05 Mar 2012 03:13:51 +0000</pubDate>
		<guid isPermaLink="false">http://vectorpoem.com/news/?p=36#comment-2485</guid>
		<description><![CDATA[[...] while back I started to build a case for why I think the hyper-focus on combat mechanics in mainstream games is the primary thing [...]]]></description>
		<content:encoded><![CDATA[<p>[...] while back I started to build a case for why I think the hyper-focus on combat mechanics in mainstream games is the primary thing [...]</p>
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		<title>Comment on Public Service Pronouncement by qubodup</title>
		<link>http://vectorpoem.com/news/?p=128&#038;cpage=1#comment-2475</link>
		<dc:creator>qubodup</dc:creator>
		<pubDate>Wed, 29 Feb 2012 20:24:16 +0000</pubDate>
		<guid isPermaLink="false">http://vectorpoem.com/news/?p=128#comment-2475</guid>
		<description><![CDATA[Congratz!

Let us know when there are Podcasts or video interviews with you, k? :)]]></description>
		<content:encoded><![CDATA[<p>Congratz!</p>
<p>Let us know when there are Podcasts or video interviews with you, k? <img src='http://vectorpoem.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Coelacanth: Lessons from Doom by The Staging Point &#187; Blog Archive &#187; F.E.A.R. of a flashlight</title>
		<link>http://vectorpoem.com/news/?p=74&#038;cpage=2#comment-2437</link>
		<dc:creator>The Staging Point &#187; Blog Archive &#187; F.E.A.R. of a flashlight</dc:creator>
		<pubDate>Thu, 26 Jan 2012 03:46:50 +0000</pubDate>
		<guid isPermaLink="false">http://vectorpoem.com/news/?p=74#comment-2437</guid>
		<description><![CDATA[[...] reminded of an excellent essay on the lasting appeal of the original Doom, which had infinitely less believable environments but which turned that into a virtue: While some [...]]]></description>
		<content:encoded><![CDATA[<p>[...] reminded of an excellent essay on the lasting appeal of the original Doom, which had infinitely less believable environments but which turned that into a virtue: While some [...]</p>
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		<title>Comment on Arcadia Demade by El arte del demake &#124; pixfall &#8211; blog de videojuegos de ecuador</title>
		<link>http://vectorpoem.com/news/?p=68&#038;cpage=1#comment-2101</link>
		<dc:creator>El arte del demake &#124; pixfall &#8211; blog de videojuegos de ecuador</dc:creator>
		<pubDate>Mon, 21 Nov 2011 02:05:02 +0000</pubDate>
		<guid isPermaLink="false">http://vectorpoem.com/news/?p=68#comment-2101</guid>
		<description><![CDATA[[...] Pueden descargar los archivos WAD del juego en este enlace. [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Pueden descargar los archivos WAD del juego en este enlace. [...]</p>
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		<title>Comment on Coelacanth: Lessons from Doom by JP</title>
		<link>http://vectorpoem.com/news/?p=74&#038;cpage=2#comment-1682</link>
		<dc:creator>JP</dc:creator>
		<pubDate>Thu, 10 Nov 2011 16:22:51 +0000</pubDate>
		<guid isPermaLink="false">http://vectorpoem.com/news/?p=74#comment-1682</guid>
		<description><![CDATA[Hey folks, I have to disallow comments on this post, it&#039;s drawing too much spam.]]></description>
		<content:encoded><![CDATA[<p>Hey folks, I have to disallow comments on this post, it&#8217;s drawing too much spam.</p>
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