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	<title>Comments on: No on-screen map? There goes part of your potential audience.</title>
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	<link>http://www.eldergame.com/2007/09/no-on-screen-map-there-goes-part-of-your-potential-audience/</link>
	<description>MMO game development</description>
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		<title>By: [....]</title>
		<link>http://www.eldergame.com/2007/09/no-on-screen-map-there-goes-part-of-your-potential-audience/#comment-13483</link>
		<dc:creator>[....]</dc:creator>
		<pubDate>Mon, 01 Dec 2008 12:28:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2007/09/26/no-on-screen-map-there-goes-part-of-your-potential-audience/#comment-13483</guid>
		<description>hello does this map disghn atuelly work?</description>
		<content:encoded><![CDATA[<p>hello does this map disghn atuelly work?</p>
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		<title>By: fornetti</title>
		<link>http://www.eldergame.com/2007/09/no-on-screen-map-there-goes-part-of-your-potential-audience/#comment-8596</link>
		<dc:creator>fornetti</dc:creator>
		<pubDate>Sun, 31 Aug 2008 12:56:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2007/09/26/no-on-screen-map-there-goes-part-of-your-potential-audience/#comment-8596</guid>
		<description>I do not believe this</description>
		<content:encoded><![CDATA[<p>I do not believe this</p>
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		<title>By: Azaroth &#187; Blog Archive &#187; Identifying Your Potential Audience</title>
		<link>http://www.eldergame.com/2007/09/no-on-screen-map-there-goes-part-of-your-potential-audience/#comment-10</link>
		<dc:creator>Azaroth &#187; Blog Archive &#187; Identifying Your Potential Audience</dc:creator>
		<pubDate>Mon, 08 Oct 2007 11:50:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2007/09/26/no-on-screen-map-there-goes-part-of-your-potential-audience/#comment-10</guid>
		<description>[...] example of the fact that things can boil down to minute details like On-Screen Maps. Eric Heimburg notes that this simple feature leans heavily on the decisions of many people, and [...]</description>
		<content:encoded><![CDATA[<p>[...] example of the fact that things can boil down to minute details like On-Screen Maps. Eric Heimburg notes that this simple feature leans heavily on the decisions of many people, and [...]</p>
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		<title>By: Todd Berkebile</title>
		<link>http://www.eldergame.com/2007/09/no-on-screen-map-there-goes-part-of-your-potential-audience/#comment-6</link>
		<dc:creator>Todd Berkebile</dc:creator>
		<pubDate>Fri, 05 Oct 2007 05:00:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2007/09/26/no-on-screen-map-there-goes-part-of-your-potential-audience/#comment-6</guid>
		<description>Personally I keep wishing that Team Fortress 2 had a map HUD.  Perhaps male FPS gamers over 22 need maps too ;)

The way I see it, any game where a HUD map will help you play better should have one.  In PC-land even if you don&#039;t add a HUD map to your game the players (err, hackers) will simply add one for you (like the Magellan Decal plug-in for AC).  Even in console land a custom proxy based solution (like ShowEQ) can give some players a great advantage by adding mapping features.

Of course I come from the server engineering side where I invest enormous time in ensuring that I only send the client the minimum amount of data needed to provide the desired player experience.  After all that work I want every scrap I data I send to be displayed for everyone to use.</description>
		<content:encoded><![CDATA[<p>Personally I keep wishing that Team Fortress 2 had a map HUD.  Perhaps male FPS gamers over 22 need maps too ;)</p>
<p>The way I see it, any game where a HUD map will help you play better should have one.  In PC-land even if you don&#8217;t add a HUD map to your game the players (err, hackers) will simply add one for you (like the Magellan Decal plug-in for AC).  Even in console land a custom proxy based solution (like ShowEQ) can give some players a great advantage by adding mapping features.</p>
<p>Of course I come from the server engineering side where I invest enormous time in ensuring that I only send the client the minimum amount of data needed to provide the desired player experience.  After all that work I want every scrap I data I send to be displayed for everyone to use.</p>
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		<title>By: Eric</title>
		<link>http://www.eldergame.com/2007/09/no-on-screen-map-there-goes-part-of-your-potential-audience/#comment-5</link>
		<dc:creator>Eric</dc:creator>
		<pubDate>Fri, 05 Oct 2007 04:44:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2007/09/26/no-on-screen-map-there-goes-part-of-your-potential-audience/#comment-5</guid>
		<description>Brent - for me the last paragraph is the key of it all; most game designers simply don&#039;t consider what target audience they&#039;re designing for. A pet peeve of mine is sitting in meetings where people say, &quot;We&#039;re designing this game for all PC gamers to enjoy!&quot; There&#039;s no such game, at least not in any of the common genres. I do think that &quot;traditional&quot; WoW-esque MMOs pretty much require and expect a map/compass/radar now, but the upcoming MMO-FPSes have a much harder decision to make, regarding exactly who they&#039;re targeting.

Aaron - interesting angle on choosing the target audience; you&#039;re right that you can&#039;t pick the exact audience in a vacuum. You have to narrow it down during the prototype stage.</description>
		<content:encoded><![CDATA[<p>Brent &#8211; for me the last paragraph is the key of it all; most game designers simply don&#8217;t consider what target audience they&#8217;re designing for. A pet peeve of mine is sitting in meetings where people say, &#8220;We&#8217;re designing this game for all PC gamers to enjoy!&#8221; There&#8217;s no such game, at least not in any of the common genres. I do think that &#8220;traditional&#8221; WoW-esque MMOs pretty much require and expect a map/compass/radar now, but the upcoming MMO-FPSes have a much harder decision to make, regarding exactly who they&#8217;re targeting.</p>
<p>Aaron &#8211; interesting angle on choosing the target audience; you&#8217;re right that you can&#8217;t pick the exact audience in a vacuum. You have to narrow it down during the prototype stage.</p>
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		<title>By: Aaron Miller</title>
		<link>http://www.eldergame.com/2007/09/no-on-screen-map-there-goes-part-of-your-potential-audience/#comment-4</link>
		<dc:creator>Aaron Miller</dc:creator>
		<pubDate>Fri, 05 Oct 2007 03:56:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2007/09/26/no-on-screen-map-there-goes-part-of-your-potential-audience/#comment-4</guid>
		<description>Even FPS games need a compass sometimes. I&#039;ve been having this problem with &lt;i&gt;Halo 3&lt;/i&gt;. Because it&#039;s a fast-paced shooter, I often get spun around during the fighting. It&#039;s particularly a problem in some of the Flood levels, where there aren&#039;t enough visuals to distinguish forward from back (or sideways). The guiding arrow works well enough, but it doesn&#039;t show up until I&#039;ve been wandering around lost for 30 seconds or so. It would have been smart to let the player activate the arrow whenever needed. 

With most games, I&#039;d have no map or compass as default, but I&#039;d have a small icon on the screen to be sure the player knows they can turn a guidance system on. And I&#039;d keep the guidance simple... NPC guides and the like often end up being annoying at some point.

As for picking a target audience, my experience is only in other forms of entertainment (fiction, music), but I figure that&#039;s the first revision stage. Brainstorm the core of your game first. Then define a target audience and use that to hone and cut away, rather than to build ideas.</description>
		<content:encoded><![CDATA[<p>Even FPS games need a compass sometimes. I&#8217;ve been having this problem with <i>Halo 3</i>. Because it&#8217;s a fast-paced shooter, I often get spun around during the fighting. It&#8217;s particularly a problem in some of the Flood levels, where there aren&#8217;t enough visuals to distinguish forward from back (or sideways). The guiding arrow works well enough, but it doesn&#8217;t show up until I&#8217;ve been wandering around lost for 30 seconds or so. It would have been smart to let the player activate the arrow whenever needed. </p>
<p>With most games, I&#8217;d have no map or compass as default, but I&#8217;d have a small icon on the screen to be sure the player knows they can turn a guidance system on. And I&#8217;d keep the guidance simple&#8230; NPC guides and the like often end up being annoying at some point.</p>
<p>As for picking a target audience, my experience is only in other forms of entertainment (fiction, music), but I figure that&#8217;s the first revision stage. Brainstorm the core of your game first. Then define a target audience and use that to hone and cut away, rather than to build ideas.</p>
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		<title>By: brent</title>
		<link>http://www.eldergame.com/2007/09/no-on-screen-map-there-goes-part-of-your-potential-audience/#comment-3</link>
		<dc:creator>brent</dc:creator>
		<pubDate>Fri, 05 Oct 2007 03:02:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2007/09/26/no-on-screen-map-there-goes-part-of-your-potential-audience/#comment-3</guid>
		<description>Wow, it is a very good thing you decided to include that last paragraph, because up until then you were rather blindly attacking a game design DECISION and completely forgetting that your way isn&#039;t necessarily THE way.  But, you exonerated yourself with that last bit.

Going for sensationalism? Or perhaps a last minute (blog design) decision to soften the message a bit seeing as this is week one?

Either way.  Welcome to the fray.</description>
		<content:encoded><![CDATA[<p>Wow, it is a very good thing you decided to include that last paragraph, because up until then you were rather blindly attacking a game design DECISION and completely forgetting that your way isn&#8217;t necessarily THE way.  But, you exonerated yourself with that last bit.</p>
<p>Going for sensationalism? Or perhaps a last minute (blog design) decision to soften the message a bit seeing as this is week one?</p>
<p>Either way.  Welcome to the fray.</p>
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