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	<title>Comments on: What Goes Around &#8211; An Experimental Anti-war Game</title>
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	<link>http://blog.rbkdesign.com/2009/12/what-goes-around-game/</link>
	<description>Thoughts and perceptions of game designer, Reid Bryant Kimball</description>
	<lastBuildDate>Fri, 20 Aug 2010 07:35:22 -0700</lastBuildDate>
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		<title>By: Evan</title>
		<link>http://blog.rbkdesign.com/2009/12/what-goes-around-game/comment-page-1/#comment-6155</link>
		<dc:creator>Evan</dc:creator>
		<pubDate>Sun, 07 Feb 2010 02:09:00 +0000</pubDate>
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		<description>Very good concept.  I appreciate your work for peace</description>
		<content:encoded><![CDATA[<p>Very good concept.  I appreciate your work for peace</p>
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		<title>By: Nick</title>
		<link>http://blog.rbkdesign.com/2009/12/what-goes-around-game/comment-page-1/#comment-5249</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Mon, 04 Jan 2010 16:51:32 +0000</pubDate>
		<guid isPermaLink="false">http://blog.rbkdesign.com/?p=228#comment-5249</guid>
		<description>Hey Reid,

Pretty interesting! I think your message is conveyed pretty well no matter which path the player chooses (thanks mainly to the conversation with the Turbalien), but I agree with your testers that the experience is somewhat hurt by having to quit the game to &quot;win.&quot; People might not make a strong connection between pressing the &quot;End War&quot; button and making a conscious decision to do more than exit a game. When I pushed the &quot;Start War&quot; button, I didn&#039;t think I was making a decision to start a war, just to see what the game had to offer.

Requiring the player to quit removes your chance to inform people about what they can actually do. After not killing the Turbalien and seeing the conversation, a menu could pop up that asks the player if they want to end the war. This would scroll the images and text that you see under the Turbalien-killing scenario (I think all players should see it!) and it could also display some additional information, or links to contact the appropriate government officials and/or action groups.</description>
		<content:encoded><![CDATA[<p>Hey Reid,</p>
<p>Pretty interesting! I think your message is conveyed pretty well no matter which path the player chooses (thanks mainly to the conversation with the Turbalien), but I agree with your testers that the experience is somewhat hurt by having to quit the game to &#8220;win.&#8221; People might not make a strong connection between pressing the &#8220;End War&#8221; button and making a conscious decision to do more than exit a game. When I pushed the &#8220;Start War&#8221; button, I didn&#8217;t think I was making a decision to start a war, just to see what the game had to offer.</p>
<p>Requiring the player to quit removes your chance to inform people about what they can actually do. After not killing the Turbalien and seeing the conversation, a menu could pop up that asks the player if they want to end the war. This would scroll the images and text that you see under the Turbalien-killing scenario (I think all players should see it!) and it could also display some additional information, or links to contact the appropriate government officials and/or action groups.</p>
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		<title>By: Technology Blog</title>
		<link>http://blog.rbkdesign.com/2009/12/what-goes-around-game/comment-page-1/#comment-5230</link>
		<dc:creator>Technology Blog</dc:creator>
		<pubDate>Sun, 03 Jan 2010 22:05:27 +0000</pubDate>
		<guid isPermaLink="false">http://blog.rbkdesign.com/?p=228#comment-5230</guid>
		<description>My brother in law would appreciate this post. We were just speaking about this. hehe</description>
		<content:encoded><![CDATA[<p>My brother in law would appreciate this post. We were just speaking about this. hehe</p>
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