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	<title>Comments on: Opportunity Cost</title>
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	<link>http://www.design.wrong.net/2008/04/14/opportunity-cost/</link>
	<description>Musings on game design</description>
	<pubDate>Sat, 22 Nov 2008 06:16:44 +0000</pubDate>
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		<title>By: Game Design the Wrong Way &#187; Balance is not Equality</title>
		<link>http://www.design.wrong.net/2008/04/14/opportunity-cost/#comment-6</link>
		<dc:creator>Game Design the Wrong Way &#187; Balance is not Equality</dc:creator>
		<pubDate>Sun, 18 May 2008 10:19:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.design.wrong.net/?p=8#comment-6</guid>
		<description>[...] let&#8217;s go back to an earlier post - Opportunity Cost.&#160; What&#8217;s the opportunity cost of sitting in an unassaultable spot?&#160; The fact that [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] let&#8217;s go back to an earlier post - Opportunity Cost.&#160; What&#8217;s the opportunity cost of sitting in an unassaultable spot?&#160; The fact that [&#8230;]</p>
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		<title>By: kyoryu</title>
		<link>http://www.design.wrong.net/2008/04/14/opportunity-cost/#comment-3</link>
		<dc:creator>kyoryu</dc:creator>
		<pubDate>Thu, 24 Apr 2008 18:07:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.design.wrong.net/?p=8#comment-3</guid>
		<description>Thanks for the response!

Took a brief glance at your page there, it's pretty in-depth.  I've been working a lot recently, so I haven't had a chance to really give it feedback.</description>
		<content:encoded><![CDATA[<p>Thanks for the response!</p>
<p>Took a brief glance at your page there, it&#8217;s pretty in-depth.  I&#8217;ve been working a lot recently, so I haven&#8217;t had a chance to really give it feedback.</p>
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		<title>By: Fing0lfin</title>
		<link>http://www.design.wrong.net/2008/04/14/opportunity-cost/#comment-2</link>
		<dc:creator>Fing0lfin</dc:creator>
		<pubDate>Mon, 21 Apr 2008 22:41:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.design.wrong.net/?p=8#comment-2</guid>
		<description>Nice article, really enjoyed this post. I'm no programmer/designer but I am a huge fan of RTS games and believe there is so much more to be done in the future in terms of the casual gamer, AI/path-finding concerns, balancing micro/macro, true creative/strategic depth etc. The genre has huge untapped potential and I think it is a design barrier and we need to think outside the box. The finest two examples I believe are Total Annihilation and Supreme Commander. I've used these as the basis for my futuristic RTS game concept on my blog at http://tabugfix.wordpress.com/rts-concept/
If you have time to skip through it I'd appreciate any thoughts or comments. Right now it's just VERY rough notes but I'm going to type up the bulk of my notes and sketches soon but it'll hopefully give people a basic idea of what I'm trying to achieve (realistically or not!).</description>
		<content:encoded><![CDATA[<p>Nice article, really enjoyed this post. I&#8217;m no programmer/designer but I am a huge fan of RTS games and believe there is so much more to be done in the future in terms of the casual gamer, AI/path-finding concerns, balancing micro/macro, true creative/strategic depth etc. The genre has huge untapped potential and I think it is a design barrier and we need to think outside the box. The finest two examples I believe are Total Annihilation and Supreme Commander. I&#8217;ve used these as the basis for my futuristic RTS game concept on my blog at <a href="http://tabugfix.wordpress.com/rts-concept/" rel="nofollow">http://tabugfix.wordpress.com/rts-concept/</a><br />
If you have time to skip through it I&#8217;d appreciate any thoughts or comments. Right now it&#8217;s just VERY rough notes but I&#8217;m going to type up the bulk of my notes and sketches soon but it&#8217;ll hopefully give people a basic idea of what I&#8217;m trying to achieve (realistically or not!).</p>
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