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	<title>Comments for A Digital Sailor's Diary</title>
	<link>http://www.digitalsailor.net</link>
	<description>Explorations in casual game development.</description>
	<pubDate>Sun, 05 Feb 2012 13:48:17 +0000</pubDate>
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		<title>Comment on Sorry for the downtime&#8230; by CasualSax</title>
		<link>http://www.digitalsailor.net/2007/07/11/sorry-for-the-downtime/#comment-36</link>
		<author>CasualSax</author>
		<pubDate>Mon, 30 Jul 2007 13:27:28 +0000</pubDate>
		<guid>http://www.digitalsailor.net/2007/07/11/sorry-for-the-downtime/#comment-36</guid>
		<description>A laptop?  Oddly enough, a laptop arrived at my place last week.  ...And CDW charged me for it, too.  Of course, I never ordered it...

Best of luck on the computer issues, going without is torture.</description>
		<content:encoded><![CDATA[<p>A laptop?  Oddly enough, a laptop arrived at my place last week.  &#8230;And CDW charged me for it, too.  Of course, I never ordered it&#8230;</p>
<p>Best of luck on the computer issues, going without is torture.</p>
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		<title>Comment on The early days of Diner Dash by Anders Linder-Norén</title>
		<link>http://www.digitalsailor.net/2007/07/03/the-early-days-of-diner-dash/#comment-17</link>
		<author>Anders Linder-Norén</author>
		<pubDate>Sat, 14 Jul 2007 21:19:06 +0000</pubDate>
		<guid>http://www.digitalsailor.net/2007/07/03/the-early-days-of-diner-dash/#comment-17</guid>
		<description>Very interesting read, thanks for the link(and Diner Dash did sure look dull on that picture).</description>
		<content:encoded><![CDATA[<p>Very interesting read, thanks for the link(and Diner Dash did sure look dull on that picture).</p>
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		<title>Comment on Sorry for the downtime&#8230; by GBGames</title>
		<link>http://www.digitalsailor.net/2007/07/11/sorry-for-the-downtime/#comment-11</link>
		<author>GBGames</author>
		<pubDate>Wed, 11 Jul 2007 21:21:53 +0000</pubDate>
		<guid>http://www.digitalsailor.net/2007/07/11/sorry-for-the-downtime/#comment-11</guid>
		<description>To Daniel's Computer: Get well soon!</description>
		<content:encoded><![CDATA[<p>To Daniel&#8217;s Computer: Get well soon!</p>
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		<title>Comment on Play small with PlayOn 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>Comment on Play small with PlayOn 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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