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	<title>Comments on: Challenge in Games: Everyone Hates Nathan</title>
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		<title>By: kylebarrett</title>
		<link>http://www.polycat.net/1738/challenge-in-games-everyone-hates-nathan/comment-page-1/#comment-218326</link>
		<dc:creator>kylebarrett</dc:creator>
		<pubDate>Sat, 11 Jul 2009 12:46:48 +0000</pubDate>
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		<description>I think the concept of giving players &#039;lives&#039; and regainign that tension somehow is really important. &lt;br&gt;&lt;br&gt;But at the same time, I am an OCD player, who will save every 5 steps, just so that I can replay the game again and again, until I get it done in the way I pictured it.&lt;br&gt;&lt;br&gt;I can trial and error myself out of a game sometimes, which sucks for the game designer.</description>
		<content:encoded><![CDATA[<p>I think the concept of giving players &#39;lives&#39; and regainign that tension somehow is really important. </p>
<p>But at the same time, I am an OCD player, who will save every 5 steps, just so that I can replay the game again and again, until I get it done in the way I pictured it.</p>
<p>I can trial and error myself out of a game sometimes, which sucks for the game designer.</p>
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		<title>By: kylebarrett</title>
		<link>http://www.polycat.net/1738/challenge-in-games-everyone-hates-nathan/comment-page-1/#comment-218274</link>
		<dc:creator>kylebarrett</dc:creator>
		<pubDate>Sat, 11 Jul 2009 10:46:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/?p=1738#comment-218274</guid>
		<description>I think the concept of giving players &#039;lives&#039; and regainign that tension somehow is really important. &lt;br&gt;&lt;br&gt;But at the same time, I am an OCD player, who will save every 5 steps, just so that I can replay the game again and again, until I get it done in the way I pictured it.&lt;br&gt;&lt;br&gt;I can trial and error myself out of a game sometimes, which sucks for the game designer.</description>
		<content:encoded><![CDATA[<p>I think the concept of giving players &#39;lives&#39; and regainign that tension somehow is really important. </p>
<p>But at the same time, I am an OCD player, who will save every 5 steps, just so that I can replay the game again and again, until I get it done in the way I pictured it.</p>
<p>I can trial and error myself out of a game sometimes, which sucks for the game designer.</p>
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		<title>By: Mechtroid</title>
		<link>http://www.polycat.net/1738/challenge-in-games-everyone-hates-nathan/comment-page-1/#comment-218228</link>
		<dc:creator>Mechtroid</dc:creator>
		<pubDate>Wed, 08 Apr 2009 15:47:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/?p=1738#comment-218228</guid>
		<description>I think what defines the difference between frustration and challenge is one thing:  Tension.  Tension being the hope that you can succeed, versus the doubt of your abilities.  That&#039;s why games of luck, such as Peggle, are addicting.  You always have hope.  It&#039;s hard to get frustrated, because it&#039;s not always your fault.  But without tension, it&#039;s constant, unrelenting failure.  To tie into your questions about regenerating health, that&#039;s why it&#039;s proved so popular, in my opinion.  When you&#039;re always a few shots away from death, but able to retreat and come back from the edge of defeat, tension is always near.  With health bars, tension only arrives when your health is in the red, and you&#039;re forced to aim for perfection.  Even the easiest enemies are hard when you can&#039;t take a single hit.</description>
		<content:encoded><![CDATA[<p>I think what defines the difference between frustration and challenge is one thing:  Tension.  Tension being the hope that you can succeed, versus the doubt of your abilities.  That&#39;s why games of luck, such as Peggle, are addicting.  You always have hope.  It&#39;s hard to get frustrated, because it&#39;s not always your fault.  But without tension, it&#39;s constant, unrelenting failure.  To tie into your questions about regenerating health, that&#39;s why it&#39;s proved so popular, in my opinion.  When you&#39;re always a few shots away from death, but able to retreat and come back from the edge of defeat, tension is always near.  With health bars, tension only arrives when your health is in the red, and you&#39;re forced to aim for perfection.  Even the easiest enemies are hard when you can&#39;t take a single hit.</p>
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