<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Designed to Grow</title>
	<atom:link href="http://weblog.probablynot.com/2009/06/23/designed-to-grow/feed/" rel="self" type="application/rss+xml" />
	<link>http://weblog.probablynot.com/2009/06/23/designed-to-grow/</link>
	<description>-emptying my brain onto the internet since 1998...</description>
	<lastBuildDate>Thu, 29 Jul 2010 20:30:46 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0.1</generator>
	<item>
		<title>By: Aaron</title>
		<link>http://weblog.probablynot.com/2009/06/23/designed-to-grow/comment-page-1/#comment-80387</link>
		<dc:creator>Aaron</dc:creator>
		<pubDate>Tue, 23 Jun 2009 18:04:34 +0000</pubDate>
		<guid isPermaLink="false">http://weblog.probablynot.com/?p=1522#comment-80387</guid>
		<description>That&#039;s one of the reasons I&#039;ve been harping on about dynamics for so long. If MMOs put more focus into replayability and variety than into linear progression, then it would be possible to expand content for all players without diminishing or restricting content for anybody. 

Basically, you make it a bit more like an amusement park -- adding a new attraction doesn&#039;t diminish the thrill you get from another one; it just expands your options. In reality, your life can change drastically, you can progress quite a bit, and yet you can still enjoy old places and activities. 

There&#039;s no reason that can&#039;t be the case in MMOs. It&#039;s possible to make progression a core element of gameplay and still make players want to return to old areas and activities. But to accomplish that, interaction with the gameworld must be more dynamic and continually surprising.</description>
		<content:encoded><![CDATA[<p>That&#8217;s one of the reasons I&#8217;ve been harping on about dynamics for so long. If MMOs put more focus into replayability and variety than into linear progression, then it would be possible to expand content for all players without diminishing or restricting content for anybody. </p>
<p>Basically, you make it a bit more like an amusement park &#8212; adding a new attraction doesn&#8217;t diminish the thrill you get from another one; it just expands your options. In reality, your life can change drastically, you can progress quite a bit, and yet you can still enjoy old places and activities. </p>
<p>There&#8217;s no reason that can&#8217;t be the case in MMOs. It&#8217;s possible to make progression a core element of gameplay and still make players want to return to old areas and activities. But to accomplish that, interaction with the gameworld must be more dynamic and continually surprising.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
