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	<title>
	Comments on: Fun and uncertainty	</title>
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	<link>https://gamewhispering.com/fun-and-uncertainty/</link>
	<description>Game Design Consulting</description>
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		<title>
		By: Alexandre Mandryka		</title>
		<link>https://gamewhispering.com/fun-and-uncertainty/#comment-18</link>

		<dc:creator><![CDATA[Alexandre Mandryka]]></dc:creator>
		<pubDate>Tue, 23 Sep 2014 05:56:35 +0000</pubDate>
		<guid isPermaLink="false">https://gamewhispering.com/?p=531#comment-18</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamewhispering.com/fun-and-uncertainty/#comment-17&quot;&gt;Tere&lt;/a&gt;.

Sorry, I missed the comment. I would agree with you. Let&#039;s say you have solved tic-tac-toe, so there&#039;s no uncertainty anymore. You might want to play with your younger brother/sister just to win. You wouldn&#039;t really experience fun, but rather simply pleasure from the pride of winning.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamewhispering.com/fun-and-uncertainty/#comment-17">Tere</a>.</p>
<p>Sorry, I missed the comment. I would agree with you. Let&#8217;s say you have solved tic-tac-toe, so there&#8217;s no uncertainty anymore. You might want to play with your younger brother/sister just to win. You wouldn&#8217;t really experience fun, but rather simply pleasure from the pride of winning.</p>
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		<title>
		By: Tere		</title>
		<link>https://gamewhispering.com/fun-and-uncertainty/#comment-17</link>

		<dc:creator><![CDATA[Tere]]></dc:creator>
		<pubDate>Fri, 15 Aug 2014 14:29:38 +0000</pubDate>
		<guid isPermaLink="false">https://gamewhispering.com/?p=531#comment-17</guid>

					<description><![CDATA[Hey Alex

Tere from Teravisiongames here. Thank you for the article, I got to it 2 years later ( :) ), but it&#039;s really helpful and complete.

I have one very punctual question and is about the Csikszentmihalyi theory graphic (the one on the right):

In the lower fringe of the Fun Zone, where the player is not yet under his lower comfort limit (so he hasn&#039;t reached boredom), what should be expect the player to experience? Should it be pleasure but not fun?

Thank you]]></description>
			<content:encoded><![CDATA[<p>Hey Alex</p>
<p>Tere from Teravisiongames here. Thank you for the article, I got to it 2 years later ( 🙂 ), but it&#8217;s really helpful and complete.</p>
<p>I have one very punctual question and is about the Csikszentmihalyi theory graphic (the one on the right):</p>
<p>In the lower fringe of the Fun Zone, where the player is not yet under his lower comfort limit (so he hasn&#8217;t reached boredom), what should be expect the player to experience? Should it be pleasure but not fun?</p>
<p>Thank you</p>
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		<title>
		By: Alexandre Mandryka		</title>
		<link>https://gamewhispering.com/fun-and-uncertainty/#comment-16</link>

		<dc:creator><![CDATA[Alexandre Mandryka]]></dc:creator>
		<pubDate>Sat, 28 Jul 2012 02:03:06 +0000</pubDate>
		<guid isPermaLink="false">https://gamewhispering.com/?p=531#comment-16</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamewhispering.com/fun-and-uncertainty/#comment-15&quot;&gt;Mariano De La Cruz&lt;/a&gt;.

I am happy that article helped you, especially after having read Raph Koster&#039;s book! Reading it was also a great vision shift for me.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamewhispering.com/fun-and-uncertainty/#comment-15">Mariano De La Cruz</a>.</p>
<p>I am happy that article helped you, especially after having read Raph Koster&#8217;s book! Reading it was also a great vision shift for me.</p>
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		<title>
		By: Mariano De La Cruz		</title>
		<link>https://gamewhispering.com/fun-and-uncertainty/#comment-15</link>

		<dc:creator><![CDATA[Mariano De La Cruz]]></dc:creator>
		<pubDate>Sat, 28 Jul 2012 01:28:54 +0000</pubDate>
		<guid isPermaLink="false">https://gamewhispering.com/?p=531#comment-15</guid>

					<description><![CDATA[Finding this article came at a very interesting time for me. I am an aspiring designer trying to learn more and more about game design whenever I can. After reading &quot;A Theory of Fun for Game Design&quot; a while ago and gaining a completely new perspective on games, I have been trying to incorporate a few of the teachings within some of my designs. After all of the cool/this-could-be-fun conceptual stuff, I would think about the patterns , decisions, and feedback that would teach the player and move a little closer to &quot;fun&quot;. As the idea became more fleshed out the design began to feel stale as I focused on ways to teach all the concepts I wanted to within the game.

When I found this article I was extremely excited and learned a lot so thank you. I feel that using uncertainty is what I had in mind for a long time but I could not really express it correctly. It seems to complete what I learned from &quot;A Theory of Fun&quot; into a quite exciting package that I will store in my &quot;toolbox&quot;-- along with many other concepts -- as I continue to learn about and design games.

Sorry if it was too long and what not (I feel anything over a paragraph comment is too long) and thanks again.]]></description>
			<content:encoded><![CDATA[<p>Finding this article came at a very interesting time for me. I am an aspiring designer trying to learn more and more about game design whenever I can. After reading &#8220;A Theory of Fun for Game Design&#8221; a while ago and gaining a completely new perspective on games, I have been trying to incorporate a few of the teachings within some of my designs. After all of the cool/this-could-be-fun conceptual stuff, I would think about the patterns , decisions, and feedback that would teach the player and move a little closer to &#8220;fun&#8221;. As the idea became more fleshed out the design began to feel stale as I focused on ways to teach all the concepts I wanted to within the game.</p>
<p>When I found this article I was extremely excited and learned a lot so thank you. I feel that using uncertainty is what I had in mind for a long time but I could not really express it correctly. It seems to complete what I learned from &#8220;A Theory of Fun&#8221; into a quite exciting package that I will store in my &#8220;toolbox&#8221;&#8211; along with many other concepts &#8212; as I continue to learn about and design games.</p>
<p>Sorry if it was too long and what not (I feel anything over a paragraph comment is too long) and thanks again.</p>
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		<title>
		By: Alexandre Mandryka		</title>
		<link>https://gamewhispering.com/fun-and-uncertainty/#comment-14</link>

		<dc:creator><![CDATA[Alexandre Mandryka]]></dc:creator>
		<pubDate>Thu, 12 Jul 2012 21:14:57 +0000</pubDate>
		<guid isPermaLink="false">https://gamewhispering.com/?p=531#comment-14</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamewhispering.com/fun-and-uncertainty/#comment-13&quot;&gt;Malou&lt;/a&gt;.

heh =) Well, that&#039;s the whole point ...]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamewhispering.com/fun-and-uncertainty/#comment-13">Malou</a>.</p>
<p>heh =) Well, that&#8217;s the whole point &#8230;</p>
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		<title>
		By: Malou		</title>
		<link>https://gamewhispering.com/fun-and-uncertainty/#comment-13</link>

		<dc:creator><![CDATA[Malou]]></dc:creator>
		<pubDate>Thu, 12 Jul 2012 21:09:41 +0000</pubDate>
		<guid isPermaLink="false">https://gamewhispering.com/?p=531#comment-13</guid>

					<description><![CDATA[tho this article removed some uncertainty, it is still fun because it makes you learn :P]]></description>
			<content:encoded><![CDATA[<p>tho this article removed some uncertainty, it is still fun because it makes you learn 😛</p>
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