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	<title>Comments on: You Bought That Game, But You Don&#8217;t Own It</title>
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	<link>http://elfneedsfood.wordpress.com/2008/03/28/you-bought-it-but-you-dont-own-it/</link>
	<description>Seasoned Gamers Speak</description>
	<lastBuildDate>Wed, 11 Nov 2009 20:43:32 +0000</lastBuildDate>
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		<item>
		<title>By: Demo</title>
		<link>http://elfneedsfood.wordpress.com/2008/03/28/you-bought-it-but-you-dont-own-it/#comment-108</link>
		<dc:creator>Demo</dc:creator>
		<pubDate>Thu, 22 May 2008 21:31:11 +0000</pubDate>
		<guid isPermaLink="false">http://elfneedsfood.wordpress.com/?p=54#comment-108</guid>
		<description>Incidentally I think Rock Band has a practice mode which supports this toy feature.</description>
		<content:encoded><![CDATA[<p>Incidentally I think Rock Band has a practice mode which supports this toy feature.</p>
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		<title>By: Demo</title>
		<link>http://elfneedsfood.wordpress.com/2008/03/28/you-bought-it-but-you-dont-own-it/#comment-98</link>
		<dc:creator>Demo</dc:creator>
		<pubDate>Wed, 30 Apr 2008 17:16:24 +0000</pubDate>
		<guid isPermaLink="false">http://elfneedsfood.wordpress.com/?p=54#comment-98</guid>
		<description>I think that the difference in definition between a game and a toy is that the game has the chance for winning and losing. If there is no opportunity to lose or if there is nothing to win, then it is not technically a game. Defining the role of the win loss condition is the onus of the game designer. 

Since the mechanics of a toy and a game can be so similar, there are means for toy players to derive enjoyment out of games, this is a happy coincidence. 

Call it a sandbox, toy or Second Life. This is not to criticize these types of things. They are certainly needed and enjoyed. 

However the correct targets for this article (and that of the general consensus in the comments) is that software developers are not making enough software toys, and that they are too focused on making games. 

For example, I would LOVE if Rock Band had a Toy mode, wherein the player cannot be eliminated, and may strike any drum or key. My son whom is 4 could then play Rock Band with me, instead of being frustrated that he cannot really participate in the spectacle.</description>
		<content:encoded><![CDATA[<p>I think that the difference in definition between a game and a toy is that the game has the chance for winning and losing. If there is no opportunity to lose or if there is nothing to win, then it is not technically a game. Defining the role of the win loss condition is the onus of the game designer. </p>
<p>Since the mechanics of a toy and a game can be so similar, there are means for toy players to derive enjoyment out of games, this is a happy coincidence. </p>
<p>Call it a sandbox, toy or Second Life. This is not to criticize these types of things. They are certainly needed and enjoyed. </p>
<p>However the correct targets for this article (and that of the general consensus in the comments) is that software developers are not making enough software toys, and that they are too focused on making games. </p>
<p>For example, I would LOVE if Rock Band had a Toy mode, wherein the player cannot be eliminated, and may strike any drum or key. My son whom is 4 could then play Rock Band with me, instead of being frustrated that he cannot really participate in the spectacle.</p>
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		<title>By: Gregor</title>
		<link>http://elfneedsfood.wordpress.com/2008/03/28/you-bought-it-but-you-dont-own-it/#comment-86</link>
		<dc:creator>Gregor</dc:creator>
		<pubDate>Mon, 07 Apr 2008 21:27:41 +0000</pubDate>
		<guid isPermaLink="false">http://elfneedsfood.wordpress.com/?p=54#comment-86</guid>
		<description>That&#039;s a perfect example, Catherwood. If I bought a Harry Potter game, I would just want free rein to do whatever I wanted at Hogwarts. And I think such an experience would be a huge seller with the books&#039; core audience. What fan wouldn&#039;t love to take a virtual vacation to that world?</description>
		<content:encoded><![CDATA[<p>That&#8217;s a perfect example, Catherwood. If I bought a Harry Potter game, I would just want free rein to do whatever I wanted at Hogwarts. And I think such an experience would be a huge seller with the books&#8217; core audience. What fan wouldn&#8217;t love to take a virtual vacation to that world?</p>
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		<title>By: catherwood</title>
		<link>http://elfneedsfood.wordpress.com/2008/03/28/you-bought-it-but-you-dont-own-it/#comment-85</link>
		<dc:creator>catherwood</dc:creator>
		<pubDate>Mon, 07 Apr 2008 19:50:25 +0000</pubDate>
		<guid isPermaLink="false">http://elfneedsfood.wordpress.com/?p=54#comment-85</guid>
		<description>edit to my post above, I DO want to ride the broom, flying around the Hogwarts&#039; grounds is thrilling; what i meant to say was that i hated the difficulty level of the Quidditch matches and other sorts of challenges that stand in my way.  And pps, I&#039;m a female in my late 40&#039;s, if that makes a difference, so maybe it&#039;s my slow reaction time or aversion to stress that makes me hand the controller over to my kid to bypass levels for me.</description>
		<content:encoded><![CDATA[<p>edit to my post above, I DO want to ride the broom, flying around the Hogwarts&#8217; grounds is thrilling; what i meant to say was that i hated the difficulty level of the Quidditch matches and other sorts of challenges that stand in my way.  And pps, I&#8217;m a female in my late 40&#8217;s, if that makes a difference, so maybe it&#8217;s my slow reaction time or aversion to stress that makes me hand the controller over to my kid to bypass levels for me.</p>
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		<title>By: catherwood</title>
		<link>http://elfneedsfood.wordpress.com/2008/03/28/you-bought-it-but-you-dont-own-it/#comment-84</link>
		<dc:creator>catherwood</dc:creator>
		<pubDate>Mon, 07 Apr 2008 19:43:56 +0000</pubDate>
		<guid isPermaLink="false">http://elfneedsfood.wordpress.com/?p=54#comment-84</guid>
		<description>&quot;Players need a sense of accomplishment to elicit value from a game. &quot; -- can i just say, &quot;whoa!&quot;  Your enjoyment of a purchase differs from mine, obviously, and what I value in my purchase differs from yours.  My case in point is the various Harry Potter console games: all I want to do is EXPLORE the fantasy world, I want to immerse myself in the atmosphere and walk around the scenes I imagined from reading the book.  I do NOT want to struggle with riding a broom.  I don&#039;t want to &quot;beat&quot; the game at all, I just want to access the virtual environment.  If the publishers would issue a version of the game that was just 3-D avatar exploration, I would buy that over anything that forces a &quot;sense of accomplishment&quot; on me -- I get enough of that at the office.  Let me vote with my dollars, but let it be a fair election.</description>
		<content:encoded><![CDATA[<p>&#8220;Players need a sense of accomplishment to elicit value from a game. &#8221; &#8212; can i just say, &#8220;whoa!&#8221;  Your enjoyment of a purchase differs from mine, obviously, and what I value in my purchase differs from yours.  My case in point is the various Harry Potter console games: all I want to do is EXPLORE the fantasy world, I want to immerse myself in the atmosphere and walk around the scenes I imagined from reading the book.  I do NOT want to struggle with riding a broom.  I don&#8217;t want to &#8220;beat&#8221; the game at all, I just want to access the virtual environment.  If the publishers would issue a version of the game that was just 3-D avatar exploration, I would buy that over anything that forces a &#8220;sense of accomplishment&#8221; on me &#8212; I get enough of that at the office.  Let me vote with my dollars, but let it be a fair election.</p>
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		<title>By: bigeugene</title>
		<link>http://elfneedsfood.wordpress.com/2008/03/28/you-bought-it-but-you-dont-own-it/#comment-83</link>
		<dc:creator>bigeugene</dc:creator>
		<pubDate>Sun, 06 Apr 2008 22:27:56 +0000</pubDate>
		<guid isPermaLink="false">http://elfneedsfood.wordpress.com/?p=54#comment-83</guid>
		<description>My proposal would be this:  challenge the industry to release two versions of a game.  One locked, one unlocked.  All the people complaining they need/want a challenge can buy the locked version.  The rest of us can buy the other.  I guarantee within a short time, unlocked versions would hugely outsell locked versions.  The alternative is to include an &quot;Unlocked&quot; Gameplay option.  It&#039;s a simple concept, just offer us these choices on startup:  Unlocked Easy, Unlocked Hard, Locked Easy, Locked Hard.  I&#039;m pretty sure GoWs had three or four difficulty levels already, so just add an unlocked one.

All you &quot;hardcore&quot; purists out there can still remain superior to us mere mortals by wasting 25 hours of your life gaming to unlock a pirate costume, while the rest of us will just get it from the beginning.

And b/c I&#039;m an evil capitalist, I&#039;ll post this idea for economic incentive: the developers could add a $5 to $10 price increase to the unlocked version.  Just think, you sell 5 million copies of a game that way, you just made an additional $25 to $50 million.  </description>
		<content:encoded><![CDATA[<p>My proposal would be this:  challenge the industry to release two versions of a game.  One locked, one unlocked.  All the people complaining they need/want a challenge can buy the locked version.  The rest of us can buy the other.  I guarantee within a short time, unlocked versions would hugely outsell locked versions.  The alternative is to include an &#8220;Unlocked&#8221; Gameplay option.  It&#8217;s a simple concept, just offer us these choices on startup:  Unlocked Easy, Unlocked Hard, Locked Easy, Locked Hard.  I&#8217;m pretty sure GoWs had three or four difficulty levels already, so just add an unlocked one.</p>
<p>All you &#8220;hardcore&#8221; purists out there can still remain superior to us mere mortals by wasting 25 hours of your life gaming to unlock a pirate costume, while the rest of us will just get it from the beginning.</p>
<p>And b/c I&#8217;m an evil capitalist, I&#8217;ll post this idea for economic incentive: the developers could add a $5 to $10 price increase to the unlocked version.  Just think, you sell 5 million copies of a game that way, you just made an additional $25 to $50 million.</p>
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		<title>By: LemonJoose</title>
		<link>http://elfneedsfood.wordpress.com/2008/03/28/you-bought-it-but-you-dont-own-it/#comment-79</link>
		<dc:creator>LemonJoose</dc:creator>
		<pubDate>Wed, 02 Apr 2008 03:40:22 +0000</pubDate>
		<guid isPermaLink="false">http://elfneedsfood.wordpress.com/?p=54#comment-79</guid>
		<description>Amen.  I f*cking hate unlockable content, such as unlockable guns in FPSs and unlockable cars in racing games.  I do not want to have to spend 100 hours grinding through content I&#039;m not interested in in order to get to the stuff that I am interested in.  As long as the content is for single-player, I want access to it whenever I damn well choose.</description>
		<content:encoded><![CDATA[<p>Amen.  I f*cking hate unlockable content, such as unlockable guns in FPSs and unlockable cars in racing games.  I do not want to have to spend 100 hours grinding through content I&#8217;m not interested in in order to get to the stuff that I am interested in.  As long as the content is for single-player, I want access to it whenever I damn well choose.</p>
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		<title>By: Boge</title>
		<link>http://elfneedsfood.wordpress.com/2008/03/28/you-bought-it-but-you-dont-own-it/#comment-75</link>
		<dc:creator>Boge</dc:creator>
		<pubDate>Tue, 01 Apr 2008 19:46:36 +0000</pubDate>
		<guid isPermaLink="false">http://elfneedsfood.wordpress.com/?p=54#comment-75</guid>
		<description>I couldn&#039;t have said it better.  Amen to this article.</description>
		<content:encoded><![CDATA[<p>I couldn&#8217;t have said it better.  Amen to this article.</p>
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		<title>By: Kathy</title>
		<link>http://elfneedsfood.wordpress.com/2008/03/28/you-bought-it-but-you-dont-own-it/#comment-74</link>
		<dc:creator>Kathy</dc:creator>
		<pubDate>Tue, 01 Apr 2008 19:16:45 +0000</pubDate>
		<guid isPermaLink="false">http://elfneedsfood.wordpress.com/?p=54#comment-74</guid>
		<description>You&#039;re right that a sense of accomplishment is necessary for a satisfying game experience, Demo. The challenge for game designers is to take into account that what generates a sense of accomplishment is different for each player.

I primarily play console adventure games and RPGs, and I don&#039;t think I&#039;ve ever played a game that I would consider too easy -- although I&#039;m willing to admit that what I find challenging in games might be simple for other players. 

However, I have played a couple of games where some puzzle or task has been impossible for me to complete, and because I didn&#039;t have the option to skip it, I had to abandon the game entirely. Okami is the most recent example (I wrote about it for Elf Needs Food in February). More than halfway through the game, I got stuck on a stupid fishing mini-game and quit playing. 

My goal was to finish the game. I didn&#039;t care about perfecting my virtual fishing skills, I just wanted to see the end of the story. And I wasn&#039;t able to do that, despite the fact that I was good at every other aspect of the game.

If Clover Studios had simply installed a feature that would&#039;ve allowed me to skip the mini-game after failing at it a couple of times, it would&#039;ve made for an entirely different experience.

I&#039;m a woman in my 30s -- part of the fastest growing demographic of video game buyers. If companies have any hope of drawing women my age away from online games like Diner Dash, they need to make us feel like we&#039;re getting our money&#039;s worth when we buy console games. Why would I pay $60 for a console game that I might never be able to finish when I could buy Jewel Quest for $20 and get a least a few weeks of enjoyment out of it? As much as hardcore gamers hate to hear stuff like that, it&#039;s part of the business.

Fortunately, there are ways to make both hardcore and casual gamers happy, if only game designers (or the executives who pay them) would broaden their perspective.</description>
		<content:encoded><![CDATA[<p>You&#8217;re right that a sense of accomplishment is necessary for a satisfying game experience, Demo. The challenge for game designers is to take into account that what generates a sense of accomplishment is different for each player.</p>
<p>I primarily play console adventure games and RPGs, and I don&#8217;t think I&#8217;ve ever played a game that I would consider too easy &#8212; although I&#8217;m willing to admit that what I find challenging in games might be simple for other players. </p>
<p>However, I have played a couple of games where some puzzle or task has been impossible for me to complete, and because I didn&#8217;t have the option to skip it, I had to abandon the game entirely. Okami is the most recent example (I wrote about it for Elf Needs Food in February). More than halfway through the game, I got stuck on a stupid fishing mini-game and quit playing. </p>
<p>My goal was to finish the game. I didn&#8217;t care about perfecting my virtual fishing skills, I just wanted to see the end of the story. And I wasn&#8217;t able to do that, despite the fact that I was good at every other aspect of the game.</p>
<p>If Clover Studios had simply installed a feature that would&#8217;ve allowed me to skip the mini-game after failing at it a couple of times, it would&#8217;ve made for an entirely different experience.</p>
<p>I&#8217;m a woman in my 30s &#8212; part of the fastest growing demographic of video game buyers. If companies have any hope of drawing women my age away from online games like Diner Dash, they need to make us feel like we&#8217;re getting our money&#8217;s worth when we buy console games. Why would I pay $60 for a console game that I might never be able to finish when I could buy Jewel Quest for $20 and get a least a few weeks of enjoyment out of it? As much as hardcore gamers hate to hear stuff like that, it&#8217;s part of the business.</p>
<p>Fortunately, there are ways to make both hardcore and casual gamers happy, if only game designers (or the executives who pay them) would broaden their perspective.</p>
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		<title>By: Demo</title>
		<link>http://elfneedsfood.wordpress.com/2008/03/28/you-bought-it-but-you-dont-own-it/#comment-73</link>
		<dc:creator>Demo</dc:creator>
		<pubDate>Tue, 01 Apr 2008 16:05:12 +0000</pubDate>
		<guid isPermaLink="false">http://elfneedsfood.wordpress.com/?p=54#comment-73</guid>
		<description>I don&#039;t agree. Players need a sense of accomplishment to elicit value from a game. If you permit them to press the I win button without effort, they will do so, and follow up by indicating your game sucks because it is too easy/lame/unsatisfying.

For this reason, it is crucial to have items players can put effort into unlocking. 

It is extremely difficult to balance a game to providce easy access to all the content while still providing a sense of accomplishment. Sense of accomplishment is the key differentiator between a movie and a video game, so I dont think it is optional.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t agree. Players need a sense of accomplishment to elicit value from a game. If you permit them to press the I win button without effort, they will do so, and follow up by indicating your game sucks because it is too easy/lame/unsatisfying.</p>
<p>For this reason, it is crucial to have items players can put effort into unlocking. </p>
<p>It is extremely difficult to balance a game to providce easy access to all the content while still providing a sense of accomplishment. Sense of accomplishment is the key differentiator between a movie and a video game, so I dont think it is optional.</p>
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