<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/'><id>tag:blogger.com,1999:blog-3352155589322140093.post1497516483385242131..comments</id><updated>2011-06-28T14:46:44.321-04:00</updated><category term='cyanide&apos;s blood bowl'/><category term='rpgs'/><category term='league of legends'/><category term='combat'/><category term='jade dynasty'/><category term='global agenda'/><category term='news'/><category term='mmorpg genre progression'/><category term='dark age of camelot'/><category term='metaphor'/><category term='death'/><category term='community'/><category term='everquest'/><category term='mechanic assessment'/><category term='privacy'/><category term='wow'/><category term='loot'/><category term='prizes'/><category term='train'/><category term='survival'/><category term='business of MMOs'/><category term='travel'/><category term='Terrible Idea'/><category term='dr twixt'/><category term='guilds'/><category term='resources'/><category term='player as hero'/><category term='character progression'/><category term='guild wars'/><category term='Brenda Brathwaite'/><category term='fighting genre'/><category term='mmorpg revolution'/><category term='GNS Theory'/><category term='dynamic world'/><category term='skill-based systems'/><category term='leveling'/><category term='team fortress 2'/><category term='dota'/><category term='facebook'/><category term='story'/><category term='pay-to-play'/><category term='procedurally generated content'/><category term='choice'/><category term='emergent gameplay'/><category term='game concept'/><category term='information'/><category term='dungeons and dragons'/><category term='camping'/><category term='grinding'/><category term='solo play'/><category term='emotional games'/><category term='ted'/><category term='philosophy'/><category term='permadeath'/><category term='blizzard'/><category term='gui'/><category term='minimalism'/><category term='beta'/><category term='lord of the rings online'/><category term='rationality'/><category term='losing'/><category term='game design'/><category term='world of warcraft'/><category term='opinion'/><category term='innovation'/><category term='fps'/><category term='blood bowl'/><category term='local scope'/><category term='game mechanics'/><category term='Dwarf Fortress'/><category term='ambiguous rules'/><category term='raiding'/><category term='mobas'/><category term='sandbox'/><category term='ffxi'/><category term='tabletop games'/><category term='free-to-play'/><category term='role-playing'/><category term='ff14'/><category term='crafting'/><category term='hybridization'/><category term='eve'/><category term='game reviews'/><category term='pvp'/><category term='mmo revolution'/><category term='social networking'/><category term='brainstorming'/><category term='mmorpgs'/><category term='balancing'/><category term='swtor'/><category term='concentration points'/><category term='darkfall'/><category term='aion'/><category term='player motivation'/><category term='happiness'/><category term='class-based systems'/><category term='group play'/><category term='game layers'/><category term='team play'/><category term='quests'/><category term='call of duty 4'/><category term='city of heroes'/><category term='time sinks'/><category term='luminary'/><category term='gdc'/><category term='diablo'/><category term='play'/><category term='chance'/><category term='iPad'/><category term='world pvp'/><category term='rambling'/><category term='vanguard'/><title type='text'>Comments on That's a Terrible Idea: Measuring Micromanagement In Design</title><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://www.thatsaterribleidea.com/feeds/1497516483385242131/comments/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/1497516483385242131/comments/default'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2011/06/measuring-micromanagement-in-design.html'/><author><name>motstandet</name><uri>http://www.blogger.com/profile/06296441082624422375</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_DcR3gp5eA8o/StSkYk_sfXI/AAAAAAAAAkA/TrZrLkaT19M/S220/kid_shocked_steam.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>2</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-8243943934002786105</id><published>2011-06-28T14:46:44.321-04:00</published><updated>2011-06-28T14:46:44.321-04:00</updated><title type='text'>Perhaps it&amp;#39;s only a tenuous link, but if we&amp;#3...</title><content type='html'>Perhaps it&amp;#39;s only a tenuous link, but if we&amp;#39;re also talking about data wrangling for the player, the UI and amount of information it provides can be crucial, and the information about enemy forces is also important.  &amp;quot;Fog of war&amp;quot; games play very differently from open information games, and games like X-Com even make that a mechanic, with night missions and information gathering tech.  I&amp;#39;m not sure that&amp;#39;s micromanagement so much as macromanagement, but it&amp;#39;s at least related.&lt;br /&gt;&lt;br /&gt;Good to see you posting again, by the way.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/1497516483385242131/comments/default/8243943934002786105'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/1497516483385242131/comments/default/8243943934002786105'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2011/06/measuring-micromanagement-in-design.html?showComment=1309286804321#c8243943934002786105' title=''/><author><name>Tesh</name><uri>http://www.blogger.com/profile/03623156185083242995</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2011/06/measuring-micromanagement-in-design.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-1497516483385242131' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/1497516483385242131' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-960972192'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-695190165060754681</id><published>2011-06-27T18:56:08.757-04:00</published><updated>2011-06-27T18:56:08.757-04:00</updated><title type='text'>I need to try some of these games out.  I feel lik...</title><content type='html'>I need to try some of these games out.  I feel like my genre-hugging has left me very out of touch with a lot of games.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/1497516483385242131/comments/default/695190165060754681'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/1497516483385242131/comments/default/695190165060754681'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2011/06/measuring-micromanagement-in-design.html?showComment=1309215368757#c695190165060754681' title=''/><author><name>Ryan</name><uri>http://www.blogger.com/profile/01342106182933994479</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='15216063263269184167'/><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2011/06/measuring-micromanagement-in-design.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-1497516483385242131' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/1497516483385242131' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1861502552'/></entry></feed>
