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	<title>Guru Meditation Error &#187; Design</title>
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		<title>About the Laws of Online World Design &#8211; Part III</title>
		<link>http://blog.xoduz.org/2009/07/18/about-the-laws-of-online-world-design-part-iii/</link>
		<comments>http://blog.xoduz.org/2009/07/18/about-the-laws-of-online-world-design-part-iii/#comments</comments>
		<pubDate>Sat, 18 Jul 2009 20:46:16 +0000</pubDate>
		<dc:creator>Xoduz</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[design laws]]></category>
		<category><![CDATA[game design]]></category>

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This is the third installment in a series of posts I’ll be making about The Laws of Online World Design, as explained in this introductory post. I will start at the top of the list, and work my way down until I’ve poked and prodded every law in the list, not skipping any unless I [...]]]></description>
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		<title>About the Laws of Online World Design &#8211; Part II</title>
		<link>http://blog.xoduz.org/2009/06/17/about-the-laws-of-online-world-design-part-ii/</link>
		<comments>http://blog.xoduz.org/2009/06/17/about-the-laws-of-online-world-design-part-ii/#comments</comments>
		<pubDate>Wed, 17 Jun 2009 10:46:20 +0000</pubDate>
		<dc:creator>Xoduz</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[design laws]]></category>
		<category><![CDATA[game design]]></category>

		<guid isPermaLink="false">http://blog.xoduz.org/?p=428</guid>
		<description><![CDATA[This is the second installment in a series of posts I’ll be making about The Laws of Online World Design, as explained in this introductory post. I will start at the top of the list, and work my way down until I’ve poked and prodded every law in the list, not skipping any unless I really feel like it. In this, Part II of the series, I’ll concentrate on the following law:
 Modes of expression]]></description>
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		<title>My approach to game design</title>
		<link>http://blog.xoduz.org/2009/03/14/my-approach-to-game-design/</link>
		<comments>http://blog.xoduz.org/2009/03/14/my-approach-to-game-design/#comments</comments>
		<pubDate>Sat, 14 Mar 2009 22:40:08 +0000</pubDate>
		<dc:creator>Xoduz</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[game design]]></category>

		<guid isPermaLink="false">http://blog.xoduz.org/?p=454</guid>
		<description><![CDATA[On the 1st of March, Danc (Daniel Cook) posted a very interesting entry in his Lost Garden-blog about game design styles. He lists a number of different styles he has observed in game designers, then describes his own definitions of what each style consists of and what shortcomings/limitations it may have.

The styles he listed:
Copycat: make a game like another game that is interesting.
Experience: Make a distinct moment of game play that looks and feels interesting.
Narrative: Make a story that is interesting
World: Make a place or world that is interesting
Systems: Make systems and objects that are interesting.
Player Skills: Make verbs for the player that are interesting.

He ends his article with a couple of questions, one of which I'll tackle here:
What style of game designer are you? Do you fit into one of these approaches?]]></description>
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		<title>About the Laws of Online World Design &#8211; Part I</title>
		<link>http://blog.xoduz.org/2009/02/25/about-the-laws-of-online-world-design-part-i/</link>
		<comments>http://blog.xoduz.org/2009/02/25/about-the-laws-of-online-world-design-part-i/#comments</comments>
		<pubDate>Wed, 25 Feb 2009 01:44:47 +0000</pubDate>
		<dc:creator>Xoduz</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[design laws]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[guru meditation]]></category>
		<category><![CDATA[ladders]]></category>
		<category><![CDATA[milestones]]></category>
		<category><![CDATA[ultima online]]></category>

		<guid isPermaLink="false">http://blog.xoduz.org/?p=396</guid>
		<description><![CDATA[This is the first installment in a series of posts I'll be making about Raph Koster's The Laws of Online World Design, as explained in this introductory post. I will start at the top of the list, and work my way down until I've poked and prodded every law in the list, not skipping any unless I really feel like it.

In this, Part I of the series, I'll concentrate on the following law:
Design Rules]]></description>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>I&#8217;ve been challenged to a duel!</title>
		<link>http://blog.xoduz.org/2009/02/23/ive-been-challenged-to-a-duel/</link>
		<comments>http://blog.xoduz.org/2009/02/23/ive-been-challenged-to-a-duel/#comments</comments>
		<pubDate>Sun, 22 Feb 2009 23:42:20 +0000</pubDate>
		<dc:creator>Xoduz</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[design laws]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[guru meditation]]></category>

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Last Friday I apparently agreed to enter into a &#8220;blogging-duel&#8221; with a co-worker of mine, Babak Kaveh. This duel only has one rule: Whoever posts the most words related to game-design or game-development over the course of a single month (the deadline is at 14:35 pm on the 20th of March) will win a free [...]]]></description>
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