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	<title>Comments on: Coffee Talk: How Deeply Should We Impact Our Game Worlds?</title>
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	<description>Philadelphia&#039;s Premiere Geek Blog</description>
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		<title>By: Joe Osborne</title>
		<link>http://geekadelphia.com/2009/11/16/coffee-talk-how-deeply-should-we-impact-our-game-worlds/comment-page-1/#comment-6124</link>
		<dc:creator>Joe Osborne</dc:creator>
		<pubDate>Tue, 17 Nov 2009 21:06:08 +0000</pubDate>
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		<description>I can understand that this type of gameplay should generally be reserved for the MMO or subscription space; using Call of Duty was for the sake of the argument. While seeing this type of interaction take place in other genres would be really interesting, it&#039;s possible that we&#039;re just not there yet. 

It&#039;s interesting that you mention cosmetics because it&#039;s already happening with the micro-transaction models in not only MMOs, but online shooters like Battlefield Heroes. So, we&#039;re already there it seems. 

While I do agree with you that developers should be more involved in the intricacies of their games than their players, I still want to some day play in my dream game of a totally malleable environment. Within reason, of course.</description>
		<content:encoded><![CDATA[<p>I can understand that this type of gameplay should generally be reserved for the MMO or subscription space; using Call of Duty was for the sake of the argument. While seeing this type of interaction take place in other genres would be really interesting, it&#8217;s possible that we&#8217;re just not there yet. </p>
<p>It&#8217;s interesting that you mention cosmetics because it&#8217;s already happening with the micro-transaction models in not only MMOs, but online shooters like Battlefield Heroes. So, we&#8217;re already there it seems. </p>
<p>While I do agree with you that developers should be more involved in the intricacies of their games than their players, I still want to some day play in my dream game of a totally malleable environment. Within reason, of course.</p>
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		<title>By: Tim Quirino</title>
		<link>http://geekadelphia.com/2009/11/16/coffee-talk-how-deeply-should-we-impact-our-game-worlds/comment-page-1/#comment-6120</link>
		<dc:creator>Tim Quirino</dc:creator>
		<pubDate>Mon, 16 Nov 2009 20:53:36 +0000</pubDate>
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		<description>I think that Call of Duty isn&#039;t necessarily a good game for comparison on this topic.  

I definitely think it has good possibilities especially in the realm of subscription-based games and MMO&#039;s.  

There are a lot of great ideas in these literally massive communities and there is an infinite amount of passionate and very intelligent players.

However, there is something to be said about the motivation to impact a game no matter how big or small it may be.

A developer / game designer is being paid to produce quality sustainable entertainment.  

A player is a consumer who&#039;s stake in the game is their own entertainment and whatever it is they have to gain from making changes to it.

I feel that what happens to other players should always be in the hands of game devs and that player-driven changes in-game should be limited to cosmetics that don&#039;t directly affect the way the game is played by the entire community.</description>
		<content:encoded><![CDATA[<p>I think that Call of Duty isn&#8217;t necessarily a good game for comparison on this topic.  </p>
<p>I definitely think it has good possibilities especially in the realm of subscription-based games and MMO&#8217;s.  </p>
<p>There are a lot of great ideas in these literally massive communities and there is an infinite amount of passionate and very intelligent players.</p>
<p>However, there is something to be said about the motivation to impact a game no matter how big or small it may be.</p>
<p>A developer / game designer is being paid to produce quality sustainable entertainment.  </p>
<p>A player is a consumer who&#8217;s stake in the game is their own entertainment and whatever it is they have to gain from making changes to it.</p>
<p>I feel that what happens to other players should always be in the hands of game devs and that player-driven changes in-game should be limited to cosmetics that don&#8217;t directly affect the way the game is played by the entire community.</p>
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