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	<title>Comments on: Post Count Increased. Blogger Level Up!</title>
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	<description>Zack Hiwiller&#039;s Blog on Game Design and The Industry</description>
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		<title>By: Zack</title>
		<link>http://www.hiwiller.com/2009/07/06/post-count-increased-blogger-level-up/comment-page-1/#comment-734</link>
		<dc:creator>Zack</dc:creator>
		<pubDate>Tue, 07 Jul 2009 05:46:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.hiwiller.com/?p=385#comment-734</guid>
		<description>By that standard, Super Mario Bros. is an RPG.</description>
		<content:encoded><![CDATA[<p>By that standard, Super Mario Bros. is an RPG.</p>
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		<title>By: Mark</title>
		<link>http://www.hiwiller.com/2009/07/06/post-count-increased-blogger-level-up/comment-page-1/#comment-733</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Tue, 07 Jul 2009 05:25:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.hiwiller.com/?p=385#comment-733</guid>
		<description>RPG elements could just mean that there&#039;s a significant part of the gameplay that involves developing* your character.

Adventure-Action games can fit this in easily, like Castlevania and Metroid. Even plain old platformers like Megaman have these character development milestones, though it&#039;s less pronounced there.

Shooters already have development in the form of weapons carried, and in more recent games like Quake 4 there are even upgrades for each weapon. MoH: Airborne Assault has weapons that level up if you use them a lot. Crysis has collectible add-ons for your weapons that you find throughout the levels, though you usually don&#039;t keep anything for too long - each level is kind of an RPG on its own, but it doesn&#039;t carry onto the next map.</description>
		<content:encoded><![CDATA[<p>RPG elements could just mean that there&#8217;s a significant part of the gameplay that involves developing* your character.</p>
<p>Adventure-Action games can fit this in easily, like Castlevania and Metroid. Even plain old platformers like Megaman have these character development milestones, though it&#8217;s less pronounced there.</p>
<p>Shooters already have development in the form of weapons carried, and in more recent games like Quake 4 there are even upgrades for each weapon. MoH: Airborne Assault has weapons that level up if you use them a lot. Crysis has collectible add-ons for your weapons that you find throughout the levels, though you usually don&#8217;t keep anything for too long &#8211; each level is kind of an RPG on its own, but it doesn&#8217;t carry onto the next map.</p>
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		<title>By: Bryan</title>
		<link>http://www.hiwiller.com/2009/07/06/post-count-increased-blogger-level-up/comment-page-1/#comment-732</link>
		<dc:creator>Bryan</dc:creator>
		<pubDate>Mon, 06 Jul 2009 23:37:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.hiwiller.com/?p=385#comment-732</guid>
		<description>It&#039;s interesting in contrast how Penny-Arcade wanted Tiger Woods to be more &quot;like a shooter&quot; because in Online play the player attributes completely determine who will win- skill of moving the controller around hardly factors into it, whereas on a shooter it&#039;s all that matters.

It&#039;s similar in an RPG like WOW.  Until you hit the level cap, the winner of a battle is pretty much directly determined by how much time you spend playing.  So perhaps he&#039;s saying that (as PA also suggested for Tiger), before a match you get a certain number of skill points that you can allocate as needed, emulating fully-leveled up characters?  That could be cool.

Or perhaps he&#039;s talking about transitioning into MMOFPS instead of just adding RPG elements.  It&#039;s been tried before, but IMO the hard part would be establishing a good chain of command.

Games like Team Fortress and Tribes have experimented with different classes and weapons loadouts (point allocations), and Tribes also tried to have a &quot;commander&quot; role to direct subordinates, but nobody used it because it didn&#039;t feel very integrated into the action.  Actually this makes me really want a Tribes MMOFPS, because it fits well with the huge bases/maps, unique loadouts/classes, destroy/repair, commander, vehicles, etc.  Tribes was way ahead of its time.</description>
		<content:encoded><![CDATA[<p>It&#8217;s interesting in contrast how Penny-Arcade wanted Tiger Woods to be more &#8220;like a shooter&#8221; because in Online play the player attributes completely determine who will win- skill of moving the controller around hardly factors into it, whereas on a shooter it&#8217;s all that matters.</p>
<p>It&#8217;s similar in an RPG like WOW.  Until you hit the level cap, the winner of a battle is pretty much directly determined by how much time you spend playing.  So perhaps he&#8217;s saying that (as PA also suggested for Tiger), before a match you get a certain number of skill points that you can allocate as needed, emulating fully-leveled up characters?  That could be cool.</p>
<p>Or perhaps he&#8217;s talking about transitioning into MMOFPS instead of just adding RPG elements.  It&#8217;s been tried before, but IMO the hard part would be establishing a good chain of command.</p>
<p>Games like Team Fortress and Tribes have experimented with different classes and weapons loadouts (point allocations), and Tribes also tried to have a &#8220;commander&#8221; role to direct subordinates, but nobody used it because it didn&#8217;t feel very integrated into the action.  Actually this makes me really want a Tribes MMOFPS, because it fits well with the huge bases/maps, unique loadouts/classes, destroy/repair, commander, vehicles, etc.  Tribes was way ahead of its time.</p>
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