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	<title>Comments for numberless</title>
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	<link>http://numberless.net</link>
	<description>by Scott Jon Siegel</description>
	<lastBuildDate>Wed, 14 Sep 2011 21:15:43 +0000</lastBuildDate>
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		<title>Comment on How to write rules (without confusing people). by Mack</title>
		<link>http://numberless.net/blog/2007/04/09/how-to-write-rules-without-confusing-people/comment-page-1/#comment-30044</link>
		<dc:creator>Mack</dc:creator>
		<pubDate>Wed, 14 Sep 2011 21:15:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.numberless.net/blog/2007/04/09/how-to-write-rules-without-confusing-people/#comment-30044</guid>
		<description>Hey man thank you very much for this helpful briefing. Just trying to develop a game and was wondering where should I start...writing the rules I guess. This was a simple and clear explanation. Keep the work on!</description>
		<content:encoded><![CDATA[<p>Hey man thank you very much for this helpful briefing. Just trying to develop a game and was wondering where should I start&#8230;writing the rules I guess. This was a simple and clear explanation. Keep the work on!</p>
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		<title>Comment on What cards do. by Scott</title>
		<link>http://numberless.net/blog/2011/01/18/what-cards-do/comment-page-1/#comment-17074</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Fri, 04 Feb 2011 19:43:56 +0000</pubDate>
		<guid isPermaLink="false">http://numberless.net/?p=588#comment-17074</guid>
		<description>Thanks Yehuda! Going to try and get back into a regular blogging pattern. Lots of fun stuff going on these days. 

I&#039;ll try not to disappoint!</description>
		<content:encoded><![CDATA[<p>Thanks Yehuda! Going to try and get back into a regular blogging pattern. Lots of fun stuff going on these days. </p>
<p>I&#8217;ll try not to disappoint!</p>
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		<title>Comment on What cards do. by Yehuda Berlinger</title>
		<link>http://numberless.net/blog/2011/01/18/what-cards-do/comment-page-1/#comment-17020</link>
		<dc:creator>Yehuda Berlinger</dc:creator>
		<pubDate>Thu, 03 Feb 2011 16:20:36 +0000</pubDate>
		<guid isPermaLink="false">http://numberless.net/?p=588#comment-17020</guid>
		<description>Hi, Scott. I haven&#039;t followed you in a while, but it&#039;s nice to see you&#039;re still going, and working on an analog game, no less.

Keep us posted.

Yehuda</description>
		<content:encoded><![CDATA[<p>Hi, Scott. I haven&#8217;t followed you in a while, but it&#8217;s nice to see you&#8217;re still going, and working on an analog game, no less.</p>
<p>Keep us posted.</p>
<p>Yehuda</p>
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		<title>Comment on A simple request. by me</title>
		<link>http://numberless.net/blog/2010/09/15/a-simple-request/comment-page-1/#comment-4817</link>
		<dc:creator>me</dc:creator>
		<pubDate>Thu, 16 Sep 2010 21:36:07 +0000</pubDate>
		<guid isPermaLink="false">http://numberless.net/?p=521#comment-4817</guid>
		<description>no</description>
		<content:encoded><![CDATA[<p>no</p>
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		<title>Comment on How to fix Cow Clicker by Ian Bogost</title>
		<link>http://numberless.net/blog/2010/07/19/how-to-fix-cow-clicker/comment-page-1/#comment-2602</link>
		<dc:creator>Ian Bogost</dc:creator>
		<pubDate>Wed, 21 Jul 2010 20:19:29 +0000</pubDate>
		<guid isPermaLink="false">http://numberless.net/?p=485#comment-2602</guid>
		<description>@Scott
In that case, I&#039;ll change it!</description>
		<content:encoded><![CDATA[<p>@Scott<br />
In that case, I&#8217;ll change it!</p>
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		<title>Comment on How to fix Cow Clicker by Scott</title>
		<link>http://numberless.net/blog/2010/07/19/how-to-fix-cow-clicker/comment-page-1/#comment-2601</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Wed, 21 Jul 2010 20:03:41 +0000</pubDate>
		<guid isPermaLink="false">http://numberless.net/?p=485#comment-2601</guid>
		<description>@Ian 
They&#039;re talking about literal calls to actions. You can&#039;t write &quot;Play Now!&quot; or &quot;Click Now!&quot; in the image. The only place in the entire stream you&#039;re permitted to use call-to-action language is the &quot;action link.&quot; 

Happy to read your article and move the conversation over to your home turf.</description>
		<content:encoded><![CDATA[<p>@Ian<br />
They&#8217;re talking about literal calls to actions. You can&#8217;t write &#8220;Play Now!&#8221; or &#8220;Click Now!&#8221; in the image. The only place in the entire stream you&#8217;re permitted to use call-to-action language is the &#8220;action link.&#8221; </p>
<p>Happy to read your article and move the conversation over to your home turf.</p>
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		<title>Comment on How to fix Cow Clicker by Ian Bogost</title>
		<link>http://numberless.net/blog/2010/07/19/how-to-fix-cow-clicker/comment-page-1/#comment-2599</link>
		<dc:creator>Ian Bogost</dc:creator>
		<pubDate>Wed, 21 Jul 2010 19:03:16 +0000</pubDate>
		<guid isPermaLink="false">http://numberless.net/?p=485#comment-2599</guid>
		<description>@Ben
I&#039;ve written more about the project here: http://www.bogost.com/blog/cow_clicker_1.shtml. I didn&#039;t want to twist the genre, but to try to distill it. 

@Scott
I&#039;m not against Facebook games as such, and I agree with you that there have been some good ones. Parking Wars is high up my list. You might want to read the link above, in which I try to talk about the bad kinds of social games that I&#039;m after.

On the stream story thing, I don&#039;t think it&#039;s legit to link from the image, right? Cf. platform policy VI.A.5. Or are they just talking about textual calls to action?</description>
		<content:encoded><![CDATA[<p>@Ben<br />
I&#8217;ve written more about the project here: <a href="http://www.bogost.com/blog/cow_clicker_1.shtml" rel="nofollow">http://www.bogost.com/blog/cow_clicker_1.shtml</a>. I didn&#8217;t want to twist the genre, but to try to distill it. </p>
<p>@Scott<br />
I&#8217;m not against Facebook games as such, and I agree with you that there have been some good ones. Parking Wars is high up my list. You might want to read the link above, in which I try to talk about the bad kinds of social games that I&#8217;m after.</p>
<p>On the stream story thing, I don&#8217;t think it&#8217;s legit to link from the image, right? Cf. platform policy VI.A.5. Or are they just talking about textual calls to action?</p>
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		<title>Comment on How to fix Cow Clicker by Scott</title>
		<link>http://numberless.net/blog/2010/07/19/how-to-fix-cow-clicker/comment-page-1/#comment-2585</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Wed, 21 Jul 2010 04:07:40 +0000</pubDate>
		<guid isPermaLink="false">http://numberless.net/?p=485#comment-2585</guid>
		<description>I suppose I&#039;m more interested in your reasoning behind Cow Clicker than anything else. I&#039;ll look forward to reading whatever you write on the topic, but from what I can gather from your comment, Cow Clicker is apparently about the meaningless clicking associated with social games. 

Sad, then, because social games (the good ones, anyway), are all about *meaningful* clicks -- &quot;appointment&quot; clicks that impact play-time and non-play-time alike. 

It&#039;s been over two years since Parking Wars happened, and it&#039;s still one of the best examples of that return compulsion -- that sense that even when you&#039;re not playing, you&#039;re still in some way playing. You&#039;ve enacted something in the game space that makes it anticipate your return. In a good social game, ceasing to play is as important a decision as starting to play.

Also, the image of the cow in the Stream Story should pass the same URL as the &quot;Click the click&quot; link. Just sayin.</description>
		<content:encoded><![CDATA[<p>I suppose I&#8217;m more interested in your reasoning behind Cow Clicker than anything else. I&#8217;ll look forward to reading whatever you write on the topic, but from what I can gather from your comment, Cow Clicker is apparently about the meaningless clicking associated with social games. </p>
<p>Sad, then, because social games (the good ones, anyway), are all about *meaningful* clicks &#8212; &#8220;appointment&#8221; clicks that impact play-time and non-play-time alike. </p>
<p>It&#8217;s been over two years since Parking Wars happened, and it&#8217;s still one of the best examples of that return compulsion &#8212; that sense that even when you&#8217;re not playing, you&#8217;re still in some way playing. You&#8217;ve enacted something in the game space that makes it anticipate your return. In a good social game, ceasing to play is as important a decision as starting to play.</p>
<p>Also, the image of the cow in the Stream Story should pass the same URL as the &#8220;Click the click&#8221; link. Just sayin.</p>
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		<title>Comment on How to fix Cow Clicker by Ben Kirman</title>
		<link>http://numberless.net/blog/2010/07/19/how-to-fix-cow-clicker/comment-page-1/#comment-2567</link>
		<dc:creator>Ben Kirman</dc:creator>
		<pubDate>Tue, 20 Jul 2010 09:43:37 +0000</pubDate>
		<guid isPermaLink="false">http://numberless.net/?p=485#comment-2567</guid>
		<description>I&#039;m having trouble understanding the point of Cow Clicker as a parody. I see all the (old fashioned) Facebook game tropes in there, but it seems to just implement them rather than twisting them.

I suppose the metaphor is funny because it is references the interaction style for a lot of these games, but if it was renamed &quot;Cow Feeder&quot; and clicks became &quot;feed&quot;, then the entire game would become a standard, basic (but hard) Facebook game.

It seems like Guru Meditation could be renamed &quot;Don&#039;t move your iPhone&quot; and be just as effective as a parody of accelerometer-powered iPhone games. http://itunes.apple.com/app/guru-meditation</description>
		<content:encoded><![CDATA[<p>I&#8217;m having trouble understanding the point of Cow Clicker as a parody. I see all the (old fashioned) Facebook game tropes in there, but it seems to just implement them rather than twisting them.</p>
<p>I suppose the metaphor is funny because it is references the interaction style for a lot of these games, but if it was renamed &#8220;Cow Feeder&#8221; and clicks became &#8220;feed&#8221;, then the entire game would become a standard, basic (but hard) Facebook game.</p>
<p>It seems like Guru Meditation could be renamed &#8220;Don&#8217;t move your iPhone&#8221; and be just as effective as a parody of accelerometer-powered iPhone games. <a href="http://itunes.apple.com/app/guru-meditation" rel="nofollow">http://itunes.apple.com/app/guru-meditation</a></p>
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		<title>Comment on How to fix Cow Clicker by Ian Bogost</title>
		<link>http://numberless.net/blog/2010/07/19/how-to-fix-cow-clicker/comment-page-1/#comment-2565</link>
		<dc:creator>Ian Bogost</dc:creator>
		<pubDate>Tue, 20 Jul 2010 03:30:30 +0000</pubDate>
		<guid isPermaLink="false">http://numberless.net/?p=485#comment-2565</guid>
		<description>This is an interesting post for a lot of reasons. It&#039;s possible you&#039;re misconstruing why I made this game (it&#039;s not a response to the Lost Cow, for example), but at the same time, it feels in the spirit of the project to embrace the values of user feedback that so-called social games claim to embody. So I read these suggestions in earnest. 

(1) is the hardest for me to swallow, not because I don&#039;t understand why you suggest it, but because I wanted the game to disrespect the player&#039;s time in a different way than most of these games do (to create the frustration that you&#039;re describing). (2) is interesting, because it serves as the most recent example in an increasingly common trend of social game developers grousing at me about platform policy issues. I&#039;ll say more about that in another context (on my blog tomorrow, most likely), but for now, I think you&#039;ll find that my feed stories are now fully compliant with Good Father Facebook&#039;s will. As for clicking cows for their health, that&#039;s precisely what Cow Clicker is all about. But I find your suggestion intriguing anyway. To be honest (I&#039;ll say more about this another time too), the operation of the Facebook platform is almost completely opaque, and the very concept of action links wouldn&#039;t ever have revealed itself to me from the documentation alone. (3) is a good idea that I&#039;d considered, but the 15 mooney value is quite smart. I implemented that (easy enough). The cow is yours if you want it; you&#039;ll find the mooney is waiting in your account.</description>
		<content:encoded><![CDATA[<p>This is an interesting post for a lot of reasons. It&#8217;s possible you&#8217;re misconstruing why I made this game (it&#8217;s not a response to the Lost Cow, for example), but at the same time, it feels in the spirit of the project to embrace the values of user feedback that so-called social games claim to embody. So I read these suggestions in earnest. </p>
<p>(1) is the hardest for me to swallow, not because I don&#8217;t understand why you suggest it, but because I wanted the game to disrespect the player&#8217;s time in a different way than most of these games do (to create the frustration that you&#8217;re describing). (2) is interesting, because it serves as the most recent example in an increasingly common trend of social game developers grousing at me about platform policy issues. I&#8217;ll say more about that in another context (on my blog tomorrow, most likely), but for now, I think you&#8217;ll find that my feed stories are now fully compliant with Good Father Facebook&#8217;s will. As for clicking cows for their health, that&#8217;s precisely what Cow Clicker is all about. But I find your suggestion intriguing anyway. To be honest (I&#8217;ll say more about this another time too), the operation of the Facebook platform is almost completely opaque, and the very concept of action links wouldn&#8217;t ever have revealed itself to me from the documentation alone. (3) is a good idea that I&#8217;d considered, but the 15 mooney value is quite smart. I implemented that (easy enough). The cow is yours if you want it; you&#8217;ll find the mooney is waiting in your account.</p>
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