<?xml version="1.0" encoding="UTF-8" standalone="no"?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><rss xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" version="2.0"><channel><title>Gaming By Design</title><description>Looking at as many videogame mechanics as we can get away with; we aim to output 7 podcasts in Season 1. We'll be focusing and discussing the mechanics that take games from the good to the sublime citing plenty of examples. Hopefully our musings will be entertaining and informative - but our real aim is to get you dissecting and talking amongst yourselves.</description><managingEditor>noreply@blogger.com (Gaming By Design)</managingEditor><pubDate>Thu, 24 Oct 2024 14:17:54 -0700</pubDate><generator>Blogger http://www.blogger.com</generator><openSearch:totalResults xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/">7</openSearch:totalResults><openSearch:startIndex xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/">1</openSearch:startIndex><openSearch:itemsPerPage xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/">25</openSearch:itemsPerPage><link>http://gamingbydesign.blogspot.com/</link><language>en-us</language><itunes:explicit>yes</itunes:explicit><itunes:image href="http://ia700402.us.archive.org/18/items/GbdLogo/gbd.png"/><itunes:keywords>gaming,discussion,videogames,gamesdesign,gamingbydesign,computer,computergames,games,design</itunes:keywords><itunes:summary>Looking at as many videogame mechanics as we can get away with; we aim to output 7 podcasts in Season 1. We'll be focusing and discussing the mechanics that take games from the good to the sublime citing plenty of examples. Hopefully our musings will be entertaining and informative - but our real aim is to get you dissecting and talking amongst yourselves.</itunes:summary><itunes:subtitle>Dissecting the genre</itunes:subtitle><itunes:category text="Games &amp; Hobbies"><itunes:category text="Video Games"/></itunes:category><itunes:category text="Technology"/><itunes:category text="Society &amp; Culture"><itunes:category text="Personal Journals"/></itunes:category><itunes:category text="Arts"><itunes:category text="Visual Arts"/></itunes:category><itunes:category text="Comedy"/><itunes:author>Gaming By Design</itunes:author><itunes:owner><itunes:email>gamingbydesign@gmail.com</itunes:email><itunes:name>Gaming By Design</itunes:name></itunes:owner><item><title>Golden Rules of Gaming</title><link>http://gamingbydesign.blogspot.com/2011/05/golden-rules-of-gaming.html</link><pubDate>Sat, 14 May 2011 05:29:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1765542372454302092.post-7581028824067710257</guid><description>In the final episode of Gaming By Design for Season 1, Colin and Richard are discussing the&amp;nbsp;&lt;a href="http://www.archive.org/download/GoldenRulesOfGaming/goldenrulesgaming.mp3"&gt;golden rules of gaming&lt;/a&gt;. This incorporates all the things that they think are terrible in games and think should never happen again or at the very least be improved. It's a good way to leave the season by being petty and moaning a little bit. They're also joined by Kris from inretrospectpodcast.com&lt;br /&gt;
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Thanks for listening to Season 1 - you can still get in touch at gamingbydesign@gmail.com</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">1</thr:total><author>gamingbydesign@gmail.com (Gaming By Design)</author><enclosure length="34601856" type="audio/mpeg" url="http://www.archive.org/download/GoldenRulesOfGaming/goldenrulesgaming.mp3"/><itunes:explicit>yes</itunes:explicit><itunes:subtitle>In the final episode of Gaming By Design for Season 1, Colin and Richard are discussing the&amp;nbsp;golden rules of gaming. This incorporates all the things that they think are terrible in games and think should never happen again or at the very least be improved. It's a good way to leave the season by being petty and moaning a little bit. They're also joined by Kris from inretrospectpodcast.com Thanks for listening to Season 1 - you can still get in touch at gamingbydesign@gmail.com</itunes:subtitle><itunes:author>Gaming By Design</itunes:author><itunes:summary>In the final episode of Gaming By Design for Season 1, Colin and Richard are discussing the&amp;nbsp;golden rules of gaming. This incorporates all the things that they think are terrible in games and think should never happen again or at the very least be improved. It's a good way to leave the season by being petty and moaning a little bit. They're also joined by Kris from inretrospectpodcast.com Thanks for listening to Season 1 - you can still get in touch at gamingbydesign@gmail.com</itunes:summary><itunes:keywords>gaming,discussion,videogames,gamesdesign,gamingbydesign,computer,computergames,games,design</itunes:keywords></item><item><title>Pacing in Videogames</title><link>http://gamingbydesign.blogspot.com/2011/05/pacing-in-videogames.html</link><pubDate>Tue, 3 May 2011 11:51:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1765542372454302092.post-3268668668854709826</guid><description>In the penultimate episode of Gaming By Design, Colin and Richard are looking at &lt;a href="http://www.archive.org/download/PacingInVideogames/pacing.mp3"&gt;pacing in videogames&lt;/a&gt;. How do games keep the player interested and absorbed within the game? How are ideas developed within a game and how can variety make a game better -- hopefully the discussion will be both entertaining and informative; however the real goal is to get you talking amongst yourselves about the mechanics that make videogames work.&lt;br /&gt;
&lt;br /&gt;
If you want to comment or offer suggestions you can email gamingbydesign@gmail.com or leave a comment on the blog.&lt;br /&gt;
&lt;br /&gt;
Don't forget to subscribe in your favourite podcast software because this is only podcast 6 of 7.</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>gamingbydesign@gmail.com (Gaming By Design)</author><enclosure length="36126514" type="audio/mpeg" url="http://www.archive.org/download/PacingInVideogames/pacing.mp3"/><itunes:explicit>yes</itunes:explicit><itunes:subtitle>In the penultimate episode of Gaming By Design, Colin and Richard are looking at pacing in videogames. How do games keep the player interested and absorbed within the game? How are ideas developed within a game and how can variety make a game better -- hopefully the discussion will be both entertaining and informative; however the real goal is to get you talking amongst yourselves about the mechanics that make videogames work. If you want to comment or offer suggestions you can email gamingbydesign@gmail.com or leave a comment on the blog. Don't forget to subscribe in your favourite podcast software because this is only podcast 6 of 7.</itunes:subtitle><itunes:author>Gaming By Design</itunes:author><itunes:summary>In the penultimate episode of Gaming By Design, Colin and Richard are looking at pacing in videogames. How do games keep the player interested and absorbed within the game? How are ideas developed within a game and how can variety make a game better -- hopefully the discussion will be both entertaining and informative; however the real goal is to get you talking amongst yourselves about the mechanics that make videogames work. If you want to comment or offer suggestions you can email gamingbydesign@gmail.com or leave a comment on the blog. Don't forget to subscribe in your favourite podcast software because this is only podcast 6 of 7.</itunes:summary><itunes:keywords>gaming,discussion,videogames,gamesdesign,gamingbydesign,computer,computergames,games,design</itunes:keywords></item><item><title>Luck vs Skill in Game Mechanics</title><link>http://gamingbydesign.blogspot.com/2011/04/luck-vs-skill-in-game-mechanics.html</link><category>luck</category><category>skill</category><category>vs</category><pubDate>Wed, 13 Apr 2011 14:20:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1765542372454302092.post-5202058025683907607</guid><description>&lt;span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif; font-size: 13px;"&gt;In this edition of Gaming By Design Colin and Richard are looking at the balance between &lt;a href="http://www.archive.org/download/LuckVsSkillInGameMechanics/luck.mp3"&gt;luck and skill in game mechanics&lt;/a&gt;. How can the balance between these two ends of the spectrum affect gameplay. Is luck in game mechanics a bad thing that should never be considered in design or can luck work? What effects can luck have? Using Mario Kart, Mario Party, Call of Duty, Split Second and many others as a reading list the duo once again aim to be entertaining, witty, informative and get you talking amongst yourselves. Don't forget to check the other podcasts in this series - this is just podcast 5 of 7.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif; font-size: 13px;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif; font-size: 13px;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif; font-size: 13px;"&gt;Get in touch with comments or suggestions at gamingbydesign@gmail.com or leave a comment here.&lt;/span&gt;</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>gamingbydesign@gmail.com (Gaming By Design)</author><enclosure length="34255519" type="audio/mpeg" url="http://www.archive.org/download/LuckVsSkillInGameMechanics/luck.mp3"/><itunes:explicit>yes</itunes:explicit><itunes:subtitle>In this edition of Gaming By Design Colin and Richard are looking at the balance between luck and skill in game mechanics. How can the balance between these two ends of the spectrum affect gameplay. Is luck in game mechanics a bad thing that should never be considered in design or can luck work? What effects can luck have? Using Mario Kart, Mario Party, Call of Duty, Split Second and many others as a reading list the duo once again aim to be entertaining, witty, informative and get you talking amongst yourselves. Don't forget to check the other podcasts in this series - this is just podcast 5 of 7. Get in touch with comments or suggestions at gamingbydesign@gmail.com or leave a comment here.</itunes:subtitle><itunes:author>Gaming By Design</itunes:author><itunes:summary>In this edition of Gaming By Design Colin and Richard are looking at the balance between luck and skill in game mechanics. How can the balance between these two ends of the spectrum affect gameplay. Is luck in game mechanics a bad thing that should never be considered in design or can luck work? What effects can luck have? Using Mario Kart, Mario Party, Call of Duty, Split Second and many others as a reading list the duo once again aim to be entertaining, witty, informative and get you talking amongst yourselves. Don't forget to check the other podcasts in this series - this is just podcast 5 of 7. Get in touch with comments or suggestions at gamingbydesign@gmail.com or leave a comment here.</itunes:summary><itunes:keywords>gaming,discussion,videogames,gamesdesign,gamingbydesign,computer,computergames,games,design</itunes:keywords></item><item><title>Difficulty in Videogames</title><link>http://gamingbydesign.blogspot.com/2011/03/difficulty-in-videogames.html</link><pubDate>Thu, 24 Mar 2011 16:26:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1765542372454302092.post-1367904539451577449</guid><description>How is &lt;a href="http://www.archive.org/download/DifficultyInVideogames/difficulty.mp3"&gt;difficulty in videogames&lt;/a&gt; managed; what are the different ways to implement difficulty and when does difficulty get in the way? Should difficulty even exist and if so what point does it serve? Colin and Richard return once again to discuss, entertain and hopefully enlighten. Reading material for this podcast includes HomeFront, Killzone 3, Thief, Demons Souls, Super Meat Boy and many more. So have a listen, discuss with your friends and then get in touch at gamingbydesign@gmail.com or gamingbydesign.blogspot.com&lt;br /&gt;
&lt;br /&gt;
&lt;span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif; font-size: 13px;"&gt;Don't forget to subscribe using your favourite podcast software because this is only podcast 4 of 7.&lt;/span&gt;</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>gamingbydesign@gmail.com (Gaming By Design)</author><enclosure length="78590936" type="audio/mpeg" url="http://www.archive.org/download/DifficultyInVideogames/difficulty.mp3"/><itunes:explicit>yes</itunes:explicit><itunes:subtitle>How is difficulty in videogames managed; what are the different ways to implement difficulty and when does difficulty get in the way? Should difficulty even exist and if so what point does it serve? Colin and Richard return once again to discuss, entertain and hopefully enlighten. Reading material for this podcast includes HomeFront, Killzone 3, Thief, Demons Souls, Super Meat Boy and many more. So have a listen, discuss with your friends and then get in touch at gamingbydesign@gmail.com or gamingbydesign.blogspot.com Don't forget to subscribe using your favourite podcast software because this is only podcast 4 of 7.</itunes:subtitle><itunes:author>Gaming By Design</itunes:author><itunes:summary>How is difficulty in videogames managed; what are the different ways to implement difficulty and when does difficulty get in the way? Should difficulty even exist and if so what point does it serve? Colin and Richard return once again to discuss, entertain and hopefully enlighten. Reading material for this podcast includes HomeFront, Killzone 3, Thief, Demons Souls, Super Meat Boy and many more. So have a listen, discuss with your friends and then get in touch at gamingbydesign@gmail.com or gamingbydesign.blogspot.com Don't forget to subscribe using your favourite podcast software because this is only podcast 4 of 7.</itunes:summary><itunes:keywords>gaming,discussion,videogames,gamesdesign,gamingbydesign,computer,computergames,games,design</itunes:keywords></item><item><title>Fear in Videogames</title><link>http://gamingbydesign.blogspot.com/2011/03/fear-in-videogames.html</link><pubDate>Tue, 8 Mar 2011 14:19:00 -0800</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1765542372454302092.post-4262809101554664923</guid><description>&lt;span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif; font-size: 14px;"&gt;In this edition of Gaming By Design, Colin and Richard are looking at &lt;a href="http://www.archive.org/download/FearInVideogames/fear.mp3"&gt;fear in videogames&lt;/a&gt;. Discussing plenty of great examples of where games have scared them; how these shocking sections work and finally designing on their feet and talking about where this feature could go in the future. This weeks reading list to keep you entertained and informed is Eternal Darkness, Saw, System Shock 2 and even Animal Crossing -- however the real goal is to get you talking amongst yourselves about the mechanics that make videogames work.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif; font-size: 14px;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif; font-size: 14px;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif; font-size: 14px;"&gt;If you want to comment or offer suggestions you can email gamingbydesign@gmail.com or hop over to the blog at http://www.gamingbydesign.blogspot.com&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif; font-size: 14px;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif; font-size: 14px;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif; font-size: 14px;"&gt;Don't forget to subscribe in your favourite podcast software because this is only podcast 3 of 7.&lt;/span&gt;</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>gamingbydesign@gmail.com (Gaming By Design)</author><enclosure length="70998321" type="audio/mpeg" url="http://www.archive.org/download/FearInVideogames/fear.mp3"/><itunes:explicit>yes</itunes:explicit><itunes:subtitle>In this edition of Gaming By Design, Colin and Richard are looking at fear in videogames. Discussing plenty of great examples of where games have scared them; how these shocking sections work and finally designing on their feet and talking about where this feature could go in the future. This weeks reading list to keep you entertained and informed is Eternal Darkness, Saw, System Shock 2 and even Animal Crossing -- however the real goal is to get you talking amongst yourselves about the mechanics that make videogames work. If you want to comment or offer suggestions you can email gamingbydesign@gmail.com or hop over to the blog at http://www.gamingbydesign.blogspot.com Don't forget to subscribe in your favourite podcast software because this is only podcast 3 of 7.</itunes:subtitle><itunes:author>Gaming By Design</itunes:author><itunes:summary>In this edition of Gaming By Design, Colin and Richard are looking at fear in videogames. Discussing plenty of great examples of where games have scared them; how these shocking sections work and finally designing on their feet and talking about where this feature could go in the future. This weeks reading list to keep you entertained and informed is Eternal Darkness, Saw, System Shock 2 and even Animal Crossing -- however the real goal is to get you talking amongst yourselves about the mechanics that make videogames work. If you want to comment or offer suggestions you can email gamingbydesign@gmail.com or hop over to the blog at http://www.gamingbydesign.blogspot.com Don't forget to subscribe in your favourite podcast software because this is only podcast 3 of 7.</itunes:summary><itunes:keywords>gaming,discussion,videogames,gamesdesign,gamingbydesign,computer,computergames,games,design</itunes:keywords></item><item><title>Making Believable Characters</title><link>http://gamingbydesign.blogspot.com/2011/02/02-making-believable-characters.html</link><pubDate>Wed, 16 Feb 2011 15:57:00 -0800</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1765542372454302092.post-2492186924302804521</guid><description>In this edition of Gaming By Design, Colin and Richard are pointing  their podcasting fingers at the believability of characters in  videogames. How are believable characters created? Where are the good  examples and how is the believability of a character shattered? With a  lengthy reading list of Batman Arkham Asylum, Half Life, Uncharted,  Singularity and many more hopefully you'll be both informed and  entertained -- of course the real goal is to get you talking amongst  yourselves about the mechanics that make videogames work.&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://www.archive.org/download/MakingBelievableCharacters/mbc.mp3"&gt;Making Believable Characters&lt;/a&gt;&lt;br /&gt;
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If you want to comment or offer suggestions you can email  gamingbydesign@gmail.com or leave a comment on this blog.&lt;br /&gt;
&lt;br /&gt;
Don't forget to subscribe in your favourite podcast software because this is only podcast 2 of 7.</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>gamingbydesign@gmail.com (Gaming By Design)</author><enclosure length="42580624" type="audio/mpeg" url="http://www.archive.org/download/MakingBelievableCharacters/mbc.mp3"/><itunes:explicit>yes</itunes:explicit><itunes:subtitle>In this edition of Gaming By Design, Colin and Richard are pointing their podcasting fingers at the believability of characters in videogames. How are believable characters created? Where are the good examples and how is the believability of a character shattered? With a lengthy reading list of Batman Arkham Asylum, Half Life, Uncharted, Singularity and many more hopefully you'll be both informed and entertained -- of course the real goal is to get you talking amongst yourselves about the mechanics that make videogames work. Making Believable Characters If you want to comment or offer suggestions you can email gamingbydesign@gmail.com or leave a comment on this blog. Don't forget to subscribe in your favourite podcast software because this is only podcast 2 of 7.</itunes:subtitle><itunes:author>Gaming By Design</itunes:author><itunes:summary>In this edition of Gaming By Design, Colin and Richard are pointing their podcasting fingers at the believability of characters in videogames. How are believable characters created? Where are the good examples and how is the believability of a character shattered? With a lengthy reading list of Batman Arkham Asylum, Half Life, Uncharted, Singularity and many more hopefully you'll be both informed and entertained -- of course the real goal is to get you talking amongst yourselves about the mechanics that make videogames work. Making Believable Characters If you want to comment or offer suggestions you can email gamingbydesign@gmail.com or leave a comment on this blog. Don't forget to subscribe in your favourite podcast software because this is only podcast 2 of 7.</itunes:summary><itunes:keywords>gaming,discussion,videogames,gamesdesign,gamingbydesign,computer,computergames,games,design</itunes:keywords></item><item><title>Morality in Videogames</title><link>http://gamingbydesign.blogspot.com/2011/02/01-morality-in-videogames.html</link><pubDate>Mon, 7 Feb 2011 08:33:00 -0800</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1765542372454302092.post-1079127968914911040</guid><description>In their first ever podcast Colin and Richard are looking at morality  systems in computer games. What are they, how do they work - do they  work? They'll be looking at Fable II, Infamous, Army of Two: The 40th  Day and a whole host of other games throughout the podcast in an effort  to entertain, inform, but more importantly get you talking with friends  about what it is that makes videogames great. Stay tuned for more  podcasts - this is just podcast 1 of 7.&lt;br /&gt;
&lt;br /&gt;
Get in touch with comments or suggestions at gamingbydesign@gmail.com or leave a comment here.&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://www.archive.org/download/MoralityInVideogames/MoralityInVideogames.mp3"&gt;Morality in Videogames&lt;/a&gt;&lt;br /&gt;
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Don't forget to subscribe in your favourite podcast software!</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>gamingbydesign@gmail.com (Gaming By Design)</author><enclosure length="36590240" type="audio/mpeg" url="http://www.archive.org/download/MoralityInVideogames/MoralityInVideogames.mp3"/><itunes:explicit>yes</itunes:explicit><itunes:subtitle>In their first ever podcast Colin and Richard are looking at morality systems in computer games. What are they, how do they work - do they work? They'll be looking at Fable II, Infamous, Army of Two: The 40th Day and a whole host of other games throughout the podcast in an effort to entertain, inform, but more importantly get you talking with friends about what it is that makes videogames great. Stay tuned for more podcasts - this is just podcast 1 of 7. Get in touch with comments or suggestions at gamingbydesign@gmail.com or leave a comment here. Morality in Videogames Don't forget to subscribe in your favourite podcast software!</itunes:subtitle><itunes:author>Gaming By Design</itunes:author><itunes:summary>In their first ever podcast Colin and Richard are looking at morality systems in computer games. What are they, how do they work - do they work? They'll be looking at Fable II, Infamous, Army of Two: The 40th Day and a whole host of other games throughout the podcast in an effort to entertain, inform, but more importantly get you talking with friends about what it is that makes videogames great. Stay tuned for more podcasts - this is just podcast 1 of 7. Get in touch with comments or suggestions at gamingbydesign@gmail.com or leave a comment here. Morality in Videogames Don't forget to subscribe in your favourite podcast software!</itunes:summary><itunes:keywords>gaming,discussion,videogames,gamesdesign,gamingbydesign,computer,computergames,games,design</itunes:keywords></item></channel></rss>