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	<title>Comments on: Play small with PlayOn</title>
	<link>http://www.digitalsailor.net/2007/06/29/play-small-with-playon/</link>
	<description>Explorations in casual game development.</description>
	<pubDate>Fri, 30 Jul 2010 11:25:34 +0000</pubDate>
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		<title>By: Daniel</title>
		<link>http://www.digitalsailor.net/2007/06/29/play-small-with-playon/#comment-3</link>
		<author>Daniel</author>
		<pubDate>Sat, 30 Jun 2007 15:33:39 +0000</pubDate>
		<guid>http://www.digitalsailor.net/2007/06/29/play-small-with-playon/#comment-3</guid>
		<description>Hah! Yes! It'd be 2,000 &lt;i&gt;minutes&lt;/i&gt;, not hours!

And I agree regarding the game's design. It'd likely be a much more favorable result for the player, given this model. Unlike the method arcade games use to keep the player playing (extreme difficulty), I suspect the developer would simply(?) have to make the game &lt;i&gt;very&lt;/i&gt; interesting.

Of course, that's ultimately harder to do, but that may help separate the poodles from the bloodhounds. And it could, in theory, even do a lot to eliminate cloners!</description>
		<content:encoded><![CDATA[<p>Hah! Yes! It&#8217;d be 2,000 <i>minutes</i>, not hours!</p>
<p>And I agree regarding the game&#8217;s design. It&#8217;d likely be a much more favorable result for the player, given this model. Unlike the method arcade games use to keep the player playing (extreme difficulty), I suspect the developer would simply(?) have to make the game <i>very</i> interesting.</p>
<p>Of course, that&#8217;s ultimately harder to do, but that may help separate the poodles from the bloodhounds. And it could, in theory, even do a lot to eliminate cloners!</p>
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		<title>By: lexaloffle</title>
		<link>http://www.digitalsailor.net/2007/06/29/play-small-with-playon/#comment-2</link>
		<author>lexaloffle</author>
		<pubDate>Sat, 30 Jun 2007 05:42:17 +0000</pubDate>
		<guid>http://www.digitalsailor.net/2007/06/29/play-small-with-playon/#comment-2</guid>
		<description>I think you mean 33 hours to recoup a $20 sale. If it would have had a conversion of 1%, each punter would have to instead play for 20c worth of time on average, or 20 minutes. Seems about right.

One good thing about this model is that it doesn't have such a harsh impact on the game's design. I would rather play a game designed to keep the player playing for a long time, rather than one which is mangled to fit around a 60 minute or feature limited demo.</description>
		<content:encoded><![CDATA[<p>I think you mean 33 hours to recoup a $20 sale. If it would have had a conversion of 1%, each punter would have to instead play for 20c worth of time on average, or 20 minutes. Seems about right.</p>
<p>One good thing about this model is that it doesn&#8217;t have such a harsh impact on the game&#8217;s design. I would rather play a game designed to keep the player playing for a long time, rather than one which is mangled to fit around a 60 minute or feature limited demo.</p>
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