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	<title>
	Comments on: 10 No-No&#8217;s in Game Design	</title>
	<atom:link href="https://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/</link>
	<description>Award-winning &#38; New York Times-bestselling author and game designer</description>
	<lastBuildDate>Sat, 01 Sep 2007 13:12:56 +0000</lastBuildDate>
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		<title>
		By: Matt Forbeck		</title>
		<link>https://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/#comment-42602</link>

		<dc:creator><![CDATA[Matt Forbeck]]></dc:creator>
		<pubDate>Sat, 01 Sep 2007 13:12:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/#comment-42602</guid>

					<description><![CDATA[Thanks, Rob, and that&#039;s an excellent point. Just because a mechanic or theme isn&#039;t right for one game doesn&#039;t mean it won&#039;t be perfect for another. As long as you don&#039;t cling to them when they&#039;re not working for the game in question, you should be fine.]]></description>
			<content:encoded><![CDATA[<p>Thanks, Rob, and that&#8217;s an excellent point. Just because a mechanic or theme isn&#8217;t right for one game doesn&#8217;t mean it won&#8217;t be perfect for another. As long as you don&#8217;t cling to them when they&#8217;re not working for the game in question, you should be fine.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Matt Forbeck		</title>
		<link>https://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/#comment-49380</link>

		<dc:creator><![CDATA[Matt Forbeck]]></dc:creator>
		<pubDate>Sat, 01 Sep 2007 13:12:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/#comment-49380</guid>

					<description><![CDATA[Thanks, Rob, and that&#039;s an excellent point. Just because a mechanic or theme isn&#039;t right for one game doesn&#039;t mean it won&#039;t be perfect for another. As long as you don&#039;t cling to them when they&#039;re not working for the game in question, you should be fine.]]></description>
			<content:encoded><![CDATA[<p>Thanks, Rob, and that&#8217;s an excellent point. Just because a mechanic or theme isn&#8217;t right for one game doesn&#8217;t mean it won&#8217;t be perfect for another. As long as you don&#8217;t cling to them when they&#8217;re not working for the game in question, you should be fine.</p>
]]></content:encoded>
		
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		<title>
		By: Rob Stone		</title>
		<link>https://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/#comment-42599</link>

		<dc:creator><![CDATA[Rob Stone]]></dc:creator>
		<pubDate>Sat, 01 Sep 2007 05:54:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/#comment-42599</guid>

					<description><![CDATA[By far, this was the best seminar I have had the privilege of attending. #5 is the one I struggle with the most:

&quot;No sacred cows. If the game is not working be willing to sacrifice the part that isn’t working.&quot;

The cool thing about it though is I have taken sacred cows out of one game and they worked perfectly in another. So don&#039;t think you are throwing away a good idea if it isn&#039;t working, just put it in your notebook for later use.]]></description>
			<content:encoded><![CDATA[<p>By far, this was the best seminar I have had the privilege of attending. #5 is the one I struggle with the most:</p>
<p>&#8220;No sacred cows. If the game is not working be willing to sacrifice the part that isn’t working.&#8221;</p>
<p>The cool thing about it though is I have taken sacred cows out of one game and they worked perfectly in another. So don&#8217;t think you are throwing away a good idea if it isn&#8217;t working, just put it in your notebook for later use.</p>
]]></content:encoded>
		
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		<item>
		<title>
		By: Rob Stone		</title>
		<link>https://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/#comment-49379</link>

		<dc:creator><![CDATA[Rob Stone]]></dc:creator>
		<pubDate>Sat, 01 Sep 2007 05:54:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/#comment-49379</guid>

					<description><![CDATA[By far, this was the best seminar I have had the privilege of attending. #5 is the one I struggle with the most:

&quot;No sacred cows. If the game is not working be willing to sacrifice the part that isn’t working.&quot;

The cool thing about it though is I have taken sacred cows out of one game and they worked perfectly in another. So don&#039;t think you are throwing away a good idea if it isn&#039;t working, just put it in your notebook for later use.]]></description>
			<content:encoded><![CDATA[<p>By far, this was the best seminar I have had the privilege of attending. #5 is the one I struggle with the most:</p>
<p>&#8220;No sacred cows. If the game is not working be willing to sacrifice the part that isn’t working.&#8221;</p>
<p>The cool thing about it though is I have taken sacred cows out of one game and they worked perfectly in another. So don&#8217;t think you are throwing away a good idea if it isn&#8217;t working, just put it in your notebook for later use.</p>
]]></content:encoded>
		
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		<item>
		<title>
		By: Matt Forbeck		</title>
		<link>https://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/#comment-42594</link>

		<dc:creator><![CDATA[Matt Forbeck]]></dc:creator>
		<pubDate>Fri, 31 Aug 2007 23:39:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/#comment-42594</guid>

					<description><![CDATA[Glad you like it, Carl. It was a great seminar. I could have listened to the other guys go on all day. The banter between Mike and Reiner (old friends from way back who have very different approaches to games) was too much fun.]]></description>
			<content:encoded><![CDATA[<p>Glad you like it, Carl. It was a great seminar. I could have listened to the other guys go on all day. The banter between Mike and Reiner (old friends from way back who have very different approaches to games) was too much fun.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Matt Forbeck		</title>
		<link>https://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/#comment-49378</link>

		<dc:creator><![CDATA[Matt Forbeck]]></dc:creator>
		<pubDate>Fri, 31 Aug 2007 23:39:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/#comment-49378</guid>

					<description><![CDATA[Glad you like it, Carl. It was a great seminar. I could have listened to the other guys go on all day. The banter between Mike and Reiner (old friends from way back who have very different approaches to games) was too much fun.]]></description>
			<content:encoded><![CDATA[<p>Glad you like it, Carl. It was a great seminar. I could have listened to the other guys go on all day. The banter between Mike and Reiner (old friends from way back who have very different approaches to games) was too much fun.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Carl Klutzke		</title>
		<link>https://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/#comment-42593</link>

		<dc:creator><![CDATA[Carl Klutzke]]></dc:creator>
		<pubDate>Fri, 31 Aug 2007 23:11:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/#comment-42593</guid>

					<description><![CDATA[Thanks so much for posting this, Matt! I was so frustrated that I couldn&#039;t come to this panel, it&#039;s nice to at least have this much!]]></description>
			<content:encoded><![CDATA[<p>Thanks so much for posting this, Matt! I was so frustrated that I couldn&#8217;t come to this panel, it&#8217;s nice to at least have this much!</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Carl Klutzke		</title>
		<link>https://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/#comment-49377</link>

		<dc:creator><![CDATA[Carl Klutzke]]></dc:creator>
		<pubDate>Fri, 31 Aug 2007 23:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/2007/08/31/10-no-nos-in-game-design/#comment-49377</guid>

					<description><![CDATA[Thanks so much for posting this, Matt! I was so frustrated that I couldn&#039;t come to this panel, it&#039;s nice to at least have this much!]]></description>
			<content:encoded><![CDATA[<p>Thanks so much for posting this, Matt! I was so frustrated that I couldn&#8217;t come to this panel, it&#8217;s nice to at least have this much!</p>
]]></content:encoded>
		
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