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	<title>Comments on: Acheiving Mastery</title>
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	<link>http://thomasjlkastner.wordpress.com/2008/05/16/acheiving-mastery/</link>
	<description>Games, Music and Politics</description>
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		<title>By: Daniel Silverstein</title>
		<link>http://thomasjlkastner.wordpress.com/2008/05/16/acheiving-mastery/#comment-134</link>
		<dc:creator>Daniel Silverstein</dc:creator>
		<pubDate>Sun, 01 Jun 2008 22:13:23 +0000</pubDate>
		<guid isPermaLink="false">http://thomasjlkastner.wordpress.com/?p=82#comment-134</guid>
		<description>If game design is like an RPG, then this summer is just one, giant Fed-Ex Quest for me. I&#039;m heading to Staples soon to pick up notecards, paper, colored pencils, rulers... the WORKS, all for some new paper prototypes. Don&#039;t really know what I&#039;m going to make yet. I have an idea for the first one, but the final execution is what counts. Actually, I was just thinking about it, and realizing that I better get cracking on the design or it&#039;ll never get done. =O

But yeah really the only way to get good at something is to practice. Right now my game portfolio is severely lacking and I feel mediocre at best. No idea how to translate that to a level, because it&#039;s hard to determine when you ding as a game designer. I guess you could say I leveled up when we got people to have tons of fun while playing SS (which is getting a couple new features this week). The difference between leveling in an RPG and leveling in game design is that you don&#039;t level yourself; other people level you. And since no one game is going to appeal to everybody, you need to make a bunch of games, each of which appeals to different kinds people if you really want to be a master. Heck I&#039;m even making a kid&#039;s game this summer. So keep that in mind because that&#039;s really the only way to hit the level cap.</description>
		<content:encoded><![CDATA[<p>If game design is like an RPG, then this summer is just one, giant Fed-Ex Quest for me. I&#8217;m heading to Staples soon to pick up notecards, paper, colored pencils, rulers&#8230; the WORKS, all for some new paper prototypes. Don&#8217;t really know what I&#8217;m going to make yet. I have an idea for the first one, but the final execution is what counts. Actually, I was just thinking about it, and realizing that I better get cracking on the design or it&#8217;ll never get done. =O</p>
<p>But yeah really the only way to get good at something is to practice. Right now my game portfolio is severely lacking and I feel mediocre at best. No idea how to translate that to a level, because it&#8217;s hard to determine when you ding as a game designer. I guess you could say I leveled up when we got people to have tons of fun while playing SS (which is getting a couple new features this week). The difference between leveling in an RPG and leveling in game design is that you don&#8217;t level yourself; other people level you. And since no one game is going to appeal to everybody, you need to make a bunch of games, each of which appeals to different kinds people if you really want to be a master. Heck I&#8217;m even making a kid&#8217;s game this summer. So keep that in mind because that&#8217;s really the only way to hit the level cap.</p>
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