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	<title>Comments on: RPS Advent Game-o-Calendar: December 8th</title>
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	<link>http://www.rockpapershotgun.com/2007/12/08/rps-advent-game-o-calendar-december-8th/</link>
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		<title>By: Chis</title>
		<link>http://www.rockpapershotgun.com/2007/12/08/rps-advent-game-o-calendar-december-8th/comment-page-1/#comment-14546</link>
		<dc:creator>Chis</dc:creator>
		<pubDate>Mon, 24 Dec 2007 19:23:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=719#comment-14546</guid>
		<description>Still ruined by the weaponless section.</description>
		<content:encoded><![CDATA[<p>Still ruined by the weaponless section.</p>
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		<title>By: Mman</title>
		<link>http://www.rockpapershotgun.com/2007/12/08/rps-advent-game-o-calendar-december-8th/comment-page-1/#comment-14022</link>
		<dc:creator>Mman</dc:creator>
		<pubDate>Thu, 20 Dec 2007 01:57:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=719#comment-14022</guid>
		<description>&lt;blockquote&gt;thought episode 1 and 2 were a bit too polished, too slick, and end up being a bit bland as a result&lt;/blockquote&gt;

For some reason I got that feeling with Half-Life 2 the first time I played it (although replaying recently the game has grown on me a lot), but not with the Episodes, it&#039;s like, for me, HL2&#039;s gameplay seemed to sit in some awkward place between &quot;designers vision&quot; and &quot;designed by committee&quot;, whereas the Episodes seemed to have a more &quot;refined&quot; polish that felt more subtle despite being more present than ever.

&lt;blockquote&gt;I have had ideas for huge long sections without any fighting at all - which could really annoy some gamers&lt;/blockquote&gt;

And captivate plenty of others ;) . While some designers can make gameplay so good they avoid this issue the &quot;lets throw in a bunch of enemies because we need action whether it&#039;s good or not&quot; syndrome is a big problem with a lot of the HL2 SP maps right now (and many retail games, for that matter), as it seems most designers can&#039;t consistently maintain action of that quality. On the other hand I don&#039;t think Minerva suffers from this (though I think the &quot;quiet moments&quot; are some of the best parts of Minerva,  which is another reason I&#039;d be interested in a more extreme version of it in a future installment).

If you&#039;re more cagey with encounters and build up atmosphere and tension before letting loose even a mediocre encounter can be very exciting (or terrifying).

Actually an amusing thing about the &quot;maybe too much action&quot; quote here is that a PC Gamer article on Minerva (that was posted on Adam&#039;s blog) said that there was &quot;too little&quot; action in the first areas. Then again, that same review implied that Minerva was by a team and that it was released in &quot;frequent installments&quot; so... Meh.

Minerva is definitely one of the better SP mods I&#039;ve played, and easily the best HL2 SP mod right now.</description>
		<content:encoded><![CDATA[<blockquote><p>thought episode 1 and 2 were a bit too polished, too slick, and end up being a bit bland as a result</p></blockquote>
<p>For some reason I got that feeling with Half-Life 2 the first time I played it (although replaying recently the game has grown on me a lot), but not with the Episodes, it&#8217;s like, for me, HL2&#8217;s gameplay seemed to sit in some awkward place between &#8220;designers vision&#8221; and &#8220;designed by committee&#8221;, whereas the Episodes seemed to have a more &#8220;refined&#8221; polish that felt more subtle despite being more present than ever.</p>
<blockquote><p>I have had ideas for huge long sections without any fighting at all &#8211; which could really annoy some gamers</p></blockquote>
<p>And captivate plenty of others ;) . While some designers can make gameplay so good they avoid this issue the &#8220;lets throw in a bunch of enemies because we need action whether it&#8217;s good or not&#8221; syndrome is a big problem with a lot of the HL2 SP maps right now (and many retail games, for that matter), as it seems most designers can&#8217;t consistently maintain action of that quality. On the other hand I don&#8217;t think Minerva suffers from this (though I think the &#8220;quiet moments&#8221; are some of the best parts of Minerva,  which is another reason I&#8217;d be interested in a more extreme version of it in a future installment).</p>
<p>If you&#8217;re more cagey with encounters and build up atmosphere and tension before letting loose even a mediocre encounter can be very exciting (or terrifying).</p>
<p>Actually an amusing thing about the &#8220;maybe too much action&#8221; quote here is that a PC Gamer article on Minerva (that was posted on Adam&#8217;s blog) said that there was &#8220;too little&#8221; action in the first areas. Then again, that same review implied that Minerva was by a team and that it was released in &#8220;frequent installments&#8221; so&#8230; Meh.</p>
<p>Minerva is definitely one of the better SP mods I&#8217;ve played, and easily the best HL2 SP mod right now.</p>
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		<title>By: Ace</title>
		<link>http://www.rockpapershotgun.com/2007/12/08/rps-advent-game-o-calendar-december-8th/comment-page-1/#comment-12322</link>
		<dc:creator>Ace</dc:creator>
		<pubDate>Sun, 09 Dec 2007 20:05:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=719#comment-12322</guid>
		<description>Yeah, and it doesn&#039;t do much for the &#039;games are art&#039; argument when you&#039;re constantly running your ideas by a bunch of people off the street to see if they approve.  (We can&#039;t let Ebert know about this!)</description>
		<content:encoded><![CDATA[<p>Yeah, and it doesn&#8217;t do much for the &#8216;games are art&#8217; argument when you&#8217;re constantly running your ideas by a bunch of people off the street to see if they approve.  (We can&#8217;t let Ebert know about this!)</p>
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		<title>By: Theory</title>
		<link>http://www.rockpapershotgun.com/2007/12/08/rps-advent-game-o-calendar-december-8th/comment-page-1/#comment-12282</link>
		<dc:creator>Theory</dc:creator>
		<pubDate>Sun, 09 Dec 2007 09:44:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=719#comment-12282</guid>
		<description>&lt;blockquote&gt;thought episode 1 and 2 were a bit too polished, too slick, and end up being a bit bland as a result.&lt;/blockquote&gt;

Yes! Constant playtesting removes something I can&#039;t quite put my finger on that makes most other games more interesting. I thought I was the only one who had that feeling. :)</description>
		<content:encoded><![CDATA[<blockquote><p>thought episode 1 and 2 were a bit too polished, too slick, and end up being a bit bland as a result.</p></blockquote>
<p>Yes! Constant playtesting removes something I can&#8217;t quite put my finger on that makes most other games more interesting. I thought I was the only one who had that feeling. :)</p>
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		<title>By: Andrew Doull</title>
		<link>http://www.rockpapershotgun.com/2007/12/08/rps-advent-game-o-calendar-december-8th/comment-page-1/#comment-12279</link>
		<dc:creator>Andrew Doull</dc:creator>
		<pubDate>Sun, 09 Dec 2007 06:45:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=719#comment-12279</guid>
		<description>Heh. Just realised what comes up number 1 hit when you google &#039;review minerva&#039; ;)</description>
		<content:encoded><![CDATA[<p>Heh. Just realised what comes up number 1 hit when you google &#8216;review minerva&#8217; ;)</p>
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		<title>By: dhex</title>
		<link>http://www.rockpapershotgun.com/2007/12/08/rps-advent-game-o-calendar-december-8th/comment-page-1/#comment-12276</link>
		<dc:creator>dhex</dc:creator>
		<pubDate>Sun, 09 Dec 2007 05:56:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=719#comment-12276</guid>
		<description>minerva is really excellent; i hope someone is smart enough to reward mr. foster with some dev money.

the other sp mod that really sticks out in my mind is mistake of pythagoras, but that&#039;s because it&#039;s completely crazy.</description>
		<content:encoded><![CDATA[<p>minerva is really excellent; i hope someone is smart enough to reward mr. foster with some dev money.</p>
<p>the other sp mod that really sticks out in my mind is mistake of pythagoras, but that&#8217;s because it&#8217;s completely crazy.</p>
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		<title>By: Andrew Doull</title>
		<link>http://www.rockpapershotgun.com/2007/12/08/rps-advent-game-o-calendar-december-8th/comment-page-1/#comment-12268</link>
		<dc:creator>Andrew Doull</dc:creator>
		<pubDate>Sun, 09 Dec 2007 01:15:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=719#comment-12268</guid>
		<description>Cargo Cult: It&#039;s good to see you&#039;re continuing the great lesson learned from the first total conversion ever written: Aliens Mod for Doom. A lack of enemies can just be as scary as having hundreds of them. IIRC Aliens TC doesn&#039;t have any on the first level.</description>
		<content:encoded><![CDATA[<p>Cargo Cult: It&#8217;s good to see you&#8217;re continuing the great lesson learned from the first total conversion ever written: Aliens Mod for Doom. A lack of enemies can just be as scary as having hundreds of them. IIRC Aliens TC doesn&#8217;t have any on the first level.</p>
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		<title>By: Ace</title>
		<link>http://www.rockpapershotgun.com/2007/12/08/rps-advent-game-o-calendar-december-8th/comment-page-1/#comment-12249</link>
		<dc:creator>Ace</dc:creator>
		<pubDate>Sat, 08 Dec 2007 21:24:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=719#comment-12249</guid>
		<description>&lt;blockquote&gt;Compare this to Valve games, with their endless playtesting, and the differences are stark.&lt;/blockquote&gt;
I think this &#039;endless playtesting&#039; method has some drawbacks.  It does result in a product that is acceptable to the largest number of people, but isn&#039;t necessarily always &#039;best&#039;, for whatever that means.  Compare, say, Justin Timberlake to -insert your favorite obscure musician here-.  It&#039;s not a perfect analogy I know, but I think there&#039;s something to it.  I thought episode 1 and 2 were a bit too polished, too slick, and end up being a bit bland as a result.  (in fact if I had one suggestion for Adam, it would be to know when to ignore criticism, you seem to know best anyway!)
&lt;blockquote&gt;In the third part her changes of mind don’t really make sense.&lt;/blockquote&gt;
They make perfect sense if you&#039;re paying attention!</description>
		<content:encoded><![CDATA[<blockquote><p>Compare this to Valve games, with their endless playtesting, and the differences are stark.</p></blockquote>
<p>I think this &#8216;endless playtesting&#8217; method has some drawbacks.  It does result in a product that is acceptable to the largest number of people, but isn&#8217;t necessarily always &#8216;best&#8217;, for whatever that means.  Compare, say, Justin Timberlake to -insert your favorite obscure musician here-.  It&#8217;s not a perfect analogy I know, but I think there&#8217;s something to it.  I thought episode 1 and 2 were a bit too polished, too slick, and end up being a bit bland as a result.  (in fact if I had one suggestion for Adam, it would be to know when to ignore criticism, you seem to know best anyway!)</p>
<blockquote><p>In the third part her changes of mind don’t really make sense.</p></blockquote>
<p>They make perfect sense if you&#8217;re paying attention!</p>
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		<title>By: Kast</title>
		<link>http://www.rockpapershotgun.com/2007/12/08/rps-advent-game-o-calendar-december-8th/comment-page-1/#comment-12235</link>
		<dc:creator>Kast</dc:creator>
		<pubDate>Sat, 08 Dec 2007 18:33:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=719#comment-12235</guid>
		<description>Woohoo! Yeah! Minerva got a mention! Now to actually read the article...</description>
		<content:encoded><![CDATA[<p>Woohoo! Yeah! Minerva got a mention! Now to actually read the article&#8230;</p>
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		<title>By: Cargo Cult</title>
		<link>http://www.rockpapershotgun.com/2007/12/08/rps-advent-game-o-calendar-december-8th/comment-page-1/#comment-12230</link>
		<dc:creator>Cargo Cult</dc:creator>
		<pubDate>Sat, 08 Dec 2007 18:05:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=719#comment-12230</guid>
		<description>To make it even easier, here&#039;s the &lt;a href=&quot;http://www.moddb.com/mods/5803/minerva&quot; rel=&quot;nofollow&quot;&gt;ModDB profile&lt;/a&gt;!

(Also, don&#039;t forget this is just the nomination round - the voting proper starts around the 20th. Or something. Distorting democracy for fun and profit?)</description>
		<content:encoded><![CDATA[<p>To make it even easier, here&#8217;s the <a href="http://www.moddb.com/mods/5803/minerva" rel="nofollow">ModDB profile</a>!</p>
<p>(Also, don&#8217;t forget this is just the nomination round &#8211; the voting proper starts around the 20th. Or something. Distorting democracy for fun and profit?)</p>
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		<title>By: Nesretep</title>
		<link>http://www.rockpapershotgun.com/2007/12/08/rps-advent-game-o-calendar-december-8th/comment-page-1/#comment-12226</link>
		<dc:creator>Nesretep</dc:creator>
		<pubDate>Sat, 08 Dec 2007 17:51:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=719#comment-12226</guid>
		<description>Since this mod is so awesome don&#039;t forget to vote for MINERVA on Mod DB so Adam can win a well deserved mod of the year!</description>
		<content:encoded><![CDATA[<p>Since this mod is so awesome don&#8217;t forget to vote for MINERVA on Mod DB so Adam can win a well deserved mod of the year!</p>
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		<title>By: Cargo Cult</title>
		<link>http://www.rockpapershotgun.com/2007/12/08/rps-advent-game-o-calendar-december-8th/comment-page-1/#comment-12204</link>
		<dc:creator>Cargo Cult</dc:creator>
		<pubDate>Sat, 08 Dec 2007 16:35:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=719#comment-12204</guid>
		<description>Oi! Don&#039;t forget I have one longish section almost completely devoid of both enemies and combat (which still manages to scare me own pants off, thanks mainly to Mr. Toscano&#039;s &lt;a href=&quot;http://www.zhaymusic.com/&quot; rel=&quot;nofollow&quot;&gt;awesome score&lt;/a&gt; - and another, even longer section where the player has no weapons at all. Bwuahahaha, etc.

However, I do think I&#039;m finally getting the hang of this puzzles malarkey, so I shouldn&#039;t have to rely too much on otherwise non-stop combat in future. The first MINERVA map &lt;i&gt;was&lt;/i&gt; my first map for both Half-Life 2 and the Source engine overall, so I think I&#039;m doing okay. I&#039;m still learning...

(I have had ideas for huge long sections without any fighting at all - which could really annoy some gamers. But I quite like the visceral charge I&#039;ve managed to give Half-Life 2&#039;s otherwise sedate, forgiving combat - for the true experience, play MINERVA on the Hard skill level...)

Oh, and subtly blatant plug - my new, currently-devoid-of-content &lt;a href=&quot;http://www.hylobatidae.org/modmatic/&quot; rel=&quot;nofollow&quot;&gt;ModMatic&lt;/a&gt; blog, which should eventually revel in and review the release of single-player maps and mods created by other people. MINERVA still hasn&#039;t convinced modders that you &lt;i&gt;don&#039;t&lt;/i&gt; need a gigantic team of character artists, voice actors, programmers, animators, public relations personnel and webmasters to make a mod. Which makes me decidedly annoyed - I want to play more maps!</description>
		<content:encoded><![CDATA[<p>Oi! Don&#8217;t forget I have one longish section almost completely devoid of both enemies and combat (which still manages to scare me own pants off, thanks mainly to Mr. Toscano&#8217;s <a href="http://www.zhaymusic.com/" rel="nofollow">awesome score</a> &#8211; and another, even longer section where the player has no weapons at all. Bwuahahaha, etc.</p>
<p>However, I do think I&#8217;m finally getting the hang of this puzzles malarkey, so I shouldn&#8217;t have to rely too much on otherwise non-stop combat in future. The first MINERVA map <i>was</i> my first map for both Half-Life 2 and the Source engine overall, so I think I&#8217;m doing okay. I&#8217;m still learning&#8230;</p>
<p>(I have had ideas for huge long sections without any fighting at all &#8211; which could really annoy some gamers. But I quite like the visceral charge I&#8217;ve managed to give Half-Life 2&#8217;s otherwise sedate, forgiving combat &#8211; for the true experience, play MINERVA on the Hard skill level&#8230;)</p>
<p>Oh, and subtly blatant plug &#8211; my new, currently-devoid-of-content <a href="http://www.hylobatidae.org/modmatic/" rel="nofollow">ModMatic</a> blog, which should eventually revel in and review the release of single-player maps and mods created by other people. MINERVA still hasn&#8217;t convinced modders that you <i>don&#8217;t</i> need a gigantic team of character artists, voice actors, programmers, animators, public relations personnel and webmasters to make a mod. Which makes me decidedly annoyed &#8211; I want to play more maps!</p>
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