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	<title>Comments on: Happy Puzzle Party</title>
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	<link>http://experimentalgameplay.com/blog/2009/09/happy-puzzle-party/</link>
	<description>We&#039;re a group of indie game developers, running a friendly competition every month. The rules: Make a game based on the month&#039;s theme, and don&#039;t spend more than 7 days. New games posted at the end of every month.</description>
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		<title>By: d</title>
		<link>http://experimentalgameplay.com/blog/2009/09/happy-puzzle-party/comment-page-1/#comment-2249</link>
		<dc:creator>d</dc:creator>
		<pubDate>Thu, 03 Dec 2009 21:24:23 +0000</pubDate>
		<guid isPermaLink="false">http://experimentalgameplay.com/blog/?p=421#comment-2249</guid>
		<description>i finally beat it! it takes a long time, but the reward is well worth the wait</description>
		<content:encoded><![CDATA[<p>i finally beat it! it takes a long time, but the reward is well worth the wait</p>
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		<title>By: M!ck Lauer</title>
		<link>http://experimentalgameplay.com/blog/2009/09/happy-puzzle-party/comment-page-1/#comment-1221</link>
		<dc:creator>M!ck Lauer</dc:creator>
		<pubDate>Fri, 16 Oct 2009 00:54:42 +0000</pubDate>
		<guid isPermaLink="false">http://experimentalgameplay.com/blog/?p=421#comment-1221</guid>
		<description>Anti-game ... awesome.  Perhaps I&#039;m giving this &quot;game&quot; way too much credit, but I think HPP is less a meditation game (though that could be it&#039;s official genre) ... and more of a commentary on the effect games have on the psychology of people.

For example, I found it took at least 20 tries before I realized I wasn&#039;t supposed to actually do anything.  But even after I came to this realization, I still found it so difficult to fight the urge to &quot;figure it out&quot;, to pop something, to discover the &quot;secret&quot; ... somewhat like packing the U-Haul and suddenly feeling like you&#039;re in a Tetris game.

The strange urge to &quot;play&quot; ... because everything is becoming interactive ... and we&#039;re programmed by the nature of gaming achievements to &quot;win&quot;.</description>
		<content:encoded><![CDATA[<p>Anti-game &#8230; awesome.  Perhaps I&#8217;m giving this &#8220;game&#8221; way too much credit, but I think HPP is less a meditation game (though that could be it&#8217;s official genre) &#8230; and more of a commentary on the effect games have on the psychology of people.</p>
<p>For example, I found it took at least 20 tries before I realized I wasn&#8217;t supposed to actually do anything.  But even after I came to this realization, I still found it so difficult to fight the urge to &#8220;figure it out&#8221;, to pop something, to discover the &#8220;secret&#8221; &#8230; somewhat like packing the U-Haul and suddenly feeling like you&#8217;re in a Tetris game.</p>
<p>The strange urge to &#8220;play&#8221; &#8230; because everything is becoming interactive &#8230; and we&#8217;re programmed by the nature of gaming achievements to &#8220;win&#8221;.</p>
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		<title>By: axcho</title>
		<link>http://experimentalgameplay.com/blog/2009/09/happy-puzzle-party/comment-page-1/#comment-1129</link>
		<dc:creator>axcho</dc:creator>
		<pubDate>Tue, 06 Oct 2009 23:55:24 +0000</pubDate>
		<guid isPermaLink="false">http://experimentalgameplay.com/blog/?p=421#comment-1129</guid>
		<description>Ah, a meditation game! Excellent. :)

However, I find that I&#039;d like more responsive feedback for my other actions, such as quitting the game, that end up being more attractive to me than popping the balloons. Or at least more interesting visuals to prevent me from wanting to quit. Don&#039;t Shoot the Puppy, another meditation game, succeeded in providing feedback for quitting the game because any move of the mouse cursor would invoke instant failure.

I think there is a lot of potential for the meditation game genre, as long as it is treated with respect and not like a simple gimmick.</description>
		<content:encoded><![CDATA[<p>Ah, a meditation game! Excellent. :)</p>
<p>However, I find that I&#8217;d like more responsive feedback for my other actions, such as quitting the game, that end up being more attractive to me than popping the balloons. Or at least more interesting visuals to prevent me from wanting to quit. Don&#8217;t Shoot the Puppy, another meditation game, succeeded in providing feedback for quitting the game because any move of the mouse cursor would invoke instant failure.</p>
<p>I think there is a lot of potential for the meditation game genre, as long as it is treated with respect and not like a simple gimmick.</p>
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	<item>
		<title>By: ZokWobblefotz</title>
		<link>http://experimentalgameplay.com/blog/2009/09/happy-puzzle-party/comment-page-1/#comment-1099</link>
		<dc:creator>ZokWobblefotz</dc:creator>
		<pubDate>Fri, 02 Oct 2009 17:36:22 +0000</pubDate>
		<guid isPermaLink="false">http://experimentalgameplay.com/blog/?p=421#comment-1099</guid>
		<description>@Daefydd

The theme is Failure... so the objective is to fail?</description>
		<content:encoded><![CDATA[<p>@Daefydd</p>
<p>The theme is Failure&#8230; so the objective is to fail?</p>
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		<title>By: daefydd</title>
		<link>http://experimentalgameplay.com/blog/2009/09/happy-puzzle-party/comment-page-1/#comment-1090</link>
		<dc:creator>daefydd</dc:creator>
		<pubDate>Thu, 01 Oct 2009 21:32:48 +0000</pubDate>
		<guid isPermaLink="false">http://experimentalgameplay.com/blog/?p=421#comment-1090</guid>
		<description>@Amidos - Think of the theme.</description>
		<content:encoded><![CDATA[<p>@Amidos &#8211; Think of the theme.</p>
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		<title>By: ZokWobblefotz</title>
		<link>http://experimentalgameplay.com/blog/2009/09/happy-puzzle-party/comment-page-1/#comment-1087</link>
		<dc:creator>ZokWobblefotz</dc:creator>
		<pubDate>Thu, 01 Oct 2009 17:36:04 +0000</pubDate>
		<guid isPermaLink="false">http://experimentalgameplay.com/blog/?p=421#comment-1087</guid>
		<description>I am sooooooooooooooo confused....</description>
		<content:encoded><![CDATA[<p>I am sooooooooooooooo confused&#8230;.</p>
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