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	<title>Comments for Scott Hartsman - Off the Record</title>
	<link>http://www.hartsman.com</link>
	<description>Thoughts on MMOs, gaming, social spaces, development, and whatever else interests me in a day.</description>
	<pubDate>Fri, 12 Mar 2010 10:39:23 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.3.1</generator>
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		<title>Comment on LinkedIn for Pragmatists: Why I Stopped Recommending by Babs</title>
		<link>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1116</link>
		<dc:creator>Babs</dc:creator>
		<pubDate>Fri, 04 Sep 2009 17:42:25 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1116</guid>
		<description>Interestingly enough it's a tool for quite a few career recruiters looking to weed out the chaff from the wheat.  When I was laid off I updated my LinkedIn site and sent word out that I was looking for something new.  I used LinkedIn as the URL for my "website," which a lot of employers request on applications these days.  The number of hits I got from recruiters went through the roof.

Now I'm not so sure it's a good thing because the potential exists for summary dismissal based solely on the contents of a social website (as opposed to your resume), but in all honesty it doesn't work any differently than recruitment sites requiring monthly fees to provide the same (and in some cases much less) service.

But that's kind of off-topic so if you want to discuss the benefits of it you can drop me a direct line.  Scott's reluctance to recommend Moorgard still rules the topic (she says, snickering and hiding).</description>
		<content:encoded><![CDATA[<p>Interestingly enough it&#8217;s a tool for quite a few career recruiters looking to weed out the chaff from the wheat.  When I was laid off I updated my LinkedIn site and sent word out that I was looking for something new.  I used LinkedIn as the URL for my &#8220;website,&#8221; which a lot of employers request on applications these days.  The number of hits I got from recruiters went through the roof.</p>
<p>Now I&#8217;m not so sure it&#8217;s a good thing because the potential exists for summary dismissal based solely on the contents of a social website (as opposed to your resume), but in all honesty it doesn&#8217;t work any differently than recruitment sites requiring monthly fees to provide the same (and in some cases much less) service.</p>
<p>But that&#8217;s kind of off-topic so if you want to discuss the benefits of it you can drop me a direct line.  Scott&#8217;s reluctance to recommend Moorgard still rules the topic (she says, snickering and hiding).</p>
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		<title>Comment on LinkedIn for Pragmatists: Why I Stopped Recommending by Illuminator</title>
		<link>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1115</link>
		<dc:creator>Illuminator</dc:creator>
		<pubDate>Thu, 03 Sep 2009 14:06:54 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1115</guid>
		<description>I got another LinkedIn invite yesterday and thought to myself, does this website really need to exist?  Or are we all just playing the game in case one day it does?</description>
		<content:encoded><![CDATA[<p>I got another LinkedIn invite yesterday and thought to myself, does this website really need to exist?  Or are we all just playing the game in case one day it does?</p>
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		<title>Comment on LinkedIn for Pragmatists: Why I Stopped Recommending by links for 2009-07-31 &#124; Chrome Bits</title>
		<link>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1083</link>
		<dc:creator>links for 2009-07-31 &#124; Chrome Bits</dc:creator>
		<pubDate>Fri, 31 Jul 2009 12:07:48 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1083</guid>
		<description>[...] LinkedIn for Pragmatists: Why I Stopped Recommending &#34;Make no mistake &#8211; LinkedIn is an online, social game. The domain just happens to be people and their careers instead of avatars with swords, sorcery, or spaceships.&#34; (tags: linkedin socialnetworking career mmorpg gaming management)       Categories: Linking Tags:         Comments (0) Trackbacks (0) Leave a comment Trackback [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] LinkedIn for Pragmatists: Why I Stopped Recommending &quot;Make no mistake &#8211; LinkedIn is an online, social game. The domain just happens to be people and their careers instead of avatars with swords, sorcery, or spaceships.&quot; (tags: linkedin socialnetworking career mmorpg gaming management)       Categories: Linking Tags:         Comments (0) Trackbacks (0) Leave a comment Trackback [&#8230;]</p>
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		<title>Comment on Emergent Play in MMOs - It&#8217;s About the Balance by Jerrith</title>
		<link>http://www.hartsman.com/2009/07/18/emergent-play-in-mmos-its-about-the-balance/#comment-1082</link>
		<dc:creator>Jerrith</dc:creator>
		<pubDate>Fri, 31 Jul 2009 12:01:19 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/18/emergent-play-in-mmos-its-about-the-balance/#comment-1082</guid>
		<description>Guild Wars has/had two interesting cases related to this:

There's one place where they specifically encourage emergent (degenerate?) gameplay:  There's a one on one battle between your character, and a AI controlled version of your character with HIGHER stats.  You have to find a way to outsmart the AI, and much of that ends up coming from ability selection - choosing a limited number of abilities that you can use in some sort of efficient / degenerate way, to defeat the AI.

Then there's the first "skill" nerf, a Monk targetable AE DOT ability, that stacked, and did not hit the target.  Once players realized how powerful it was, the single dominating (degenerate) strategy was to create a team with either 7 or 8 players with the Monk class (as primary or secondary) with the attribute for this skill as high as it could be.  Have everyone cast this ability on one team member, and have him charge the enemy lines, resulting in nearly instant death for anyone he got close to.  This was resolved, as I recall, by making the ability not stack.

I think these are nice examples of how Guild Wars was successful along the lines of the original post.  Lots of freedom and flexibility, and when a degenerate case did occur, they dealt with it in a way that did not impact anything else in the game.</description>
		<content:encoded><![CDATA[<p>Guild Wars has/had two interesting cases related to this:</p>
<p>There&#8217;s one place where they specifically encourage emergent (degenerate?) gameplay:  There&#8217;s a one on one battle between your character, and a AI controlled version of your character with HIGHER stats.  You have to find a way to outsmart the AI, and much of that ends up coming from ability selection - choosing a limited number of abilities that you can use in some sort of efficient / degenerate way, to defeat the AI.</p>
<p>Then there&#8217;s the first &#8220;skill&#8221; nerf, a Monk targetable AE DOT ability, that stacked, and did not hit the target.  Once players realized how powerful it was, the single dominating (degenerate) strategy was to create a team with either 7 or 8 players with the Monk class (as primary or secondary) with the attribute for this skill as high as it could be.  Have everyone cast this ability on one team member, and have him charge the enemy lines, resulting in nearly instant death for anyone he got close to.  This was resolved, as I recall, by making the ability not stack.</p>
<p>I think these are nice examples of how Guild Wars was successful along the lines of the original post.  Lots of freedom and flexibility, and when a degenerate case did occur, they dealt with it in a way that did not impact anything else in the game.</p>
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		<title>Comment on LinkedIn for Pragmatists: Why I Stopped Recommending by Cuppycake</title>
		<link>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1081</link>
		<dc:creator>Cuppycake</dc:creator>
		<pubDate>Thu, 30 Jul 2009 19:54:04 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1081</guid>
		<description>I hate Linkedin.  I'm on there because everyone else is and I don't like to be late to parties - but I never use it.  I've never used it professionally.  I've never cared about the groups there.  It's really just a Pokemon "gotta catch em all" type of site for me.  

So yeah, I have like no recommendations there and I've recommended like one person a long time ago.  I'm not sad about it.</description>
		<content:encoded><![CDATA[<p>I hate Linkedin.  I&#8217;m on there because everyone else is and I don&#8217;t like to be late to parties - but I never use it.  I&#8217;ve never used it professionally.  I&#8217;ve never cared about the groups there.  It&#8217;s really just a Pokemon &#8220;gotta catch em all&#8221; type of site for me.  </p>
<p>So yeah, I have like no recommendations there and I&#8217;ve recommended like one person a long time ago.  I&#8217;m not sad about it.</p>
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		<title>Comment on LinkedIn for Pragmatists: Why I Stopped Recommending by Naladini</title>
		<link>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1080</link>
		<dc:creator>Naladini</dc:creator>
		<pubDate>Thu, 30 Jul 2009 17:46:31 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1080</guid>
		<description>This is a pretty decent road to take. 

The situations you're describing are not unique to gaming in the least, its actually quite rare that I see a linkedin recommendation that wasn't mutual. Whether it be former co-workers beefing things up, friends/business associates writing glowing recommendations just before a relationship gets severed, or just simple reciprocity, the simple concept of due diligence goes a long way.</description>
		<content:encoded><![CDATA[<p>This is a pretty decent road to take. </p>
<p>The situations you&#8217;re describing are not unique to gaming in the least, its actually quite rare that I see a linkedin recommendation that wasn&#8217;t mutual. Whether it be former co-workers beefing things up, friends/business associates writing glowing recommendations just before a relationship gets severed, or just simple reciprocity, the simple concept of due diligence goes a long way.</p>
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		<title>Comment on LinkedIn for Pragmatists: Why I Stopped Recommending by Loredena</title>
		<link>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1079</link>
		<dc:creator>Loredena</dc:creator>
		<pubDate>Thu, 30 Jul 2009 15:26:40 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1079</guid>
		<description>I suspect the game industry is a bit of a unique case - I can assure you that the more general IS industry is not nearly so insular, though some specialties within it can be, which means I cannot just look at someone's resume and know who to call to ask questions.

One thing though -- mutual recommendations are rarely a case of 'hey, I'll write one for you if you write one for me'.  It's much more subtle than that, though the result is the same.  What's really happening is the social covenant of polite reciprocity -- if someone leaves a glowing recommendation for you, you will then feel obliged to respond in kind.  That social imperative is strong enough in fact, that I recall one person I know stating that he never let a recommendation for him display until he had written a corresponding one.</description>
		<content:encoded><![CDATA[<p>I suspect the game industry is a bit of a unique case - I can assure you that the more general IS industry is not nearly so insular, though some specialties within it can be, which means I cannot just look at someone&#8217;s resume and know who to call to ask questions.</p>
<p>One thing though &#8212; mutual recommendations are rarely a case of &#8216;hey, I&#8217;ll write one for you if you write one for me&#8217;.  It&#8217;s much more subtle than that, though the result is the same.  What&#8217;s really happening is the social covenant of polite reciprocity &#8212; if someone leaves a glowing recommendation for you, you will then feel obliged to respond in kind.  That social imperative is strong enough in fact, that I recall one person I know stating that he never let a recommendation for him display until he had written a corresponding one.</p>
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		<title>Comment on LinkedIn for Pragmatists: Why I Stopped Recommending by Moorgard</title>
		<link>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1078</link>
		<dc:creator>Moorgard</dc:creator>
		<pubDate>Thu, 30 Jul 2009 13:27:17 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1078</guid>
		<description>This whole article is just an elaborate ruse to obfuscate the fact that you won't write a LinkedIn recommendation for me. :(</description>
		<content:encoded><![CDATA[<p>This whole article is just an elaborate ruse to obfuscate the fact that you won&#8217;t write a LinkedIn recommendation for me. <img src='http://www.hartsman.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /></p>
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		<title>Comment on LinkedIn for Pragmatists: Why I Stopped Recommending by Brian 'Psychochild' Green</title>
		<link>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1077</link>
		<dc:creator>Brian 'Psychochild' Green</dc:creator>
		<pubDate>Thu, 30 Jul 2009 06:47:31 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1077</guid>
		<description>Editing mistake in my comment there.  When I said "But, whenever I see mutual recommendations, especially ones that happen at the same time." I meant to add that I get suspicious of the motivations.</description>
		<content:encoded><![CDATA[<p>Editing mistake in my comment there.  When I said &#8220;But, whenever I see mutual recommendations, especially ones that happen at the same time.&#8221; I meant to add that I get suspicious of the motivations.</p>
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		<title>Comment on LinkedIn for Pragmatists: Why I Stopped Recommending by Brian 'Psychochild' Green</title>
		<link>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1076</link>
		<dc:creator>Brian 'Psychochild' Green</dc:creator>
		<pubDate>Thu, 30 Jul 2009 06:46:01 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1076</guid>
		<description>&lt;i&gt;Skill at the social game that is LinkedIn does not map to utility in the workplace.&lt;/i&gt;

Depends on what you mean by "utility".  Someone who is adept at social agreements may be able to better fit into a team's chemistry than a brilliant but less socially adept individual.  Do you need a superstar person in that position, or do you need someone who will work with the group you already have?

In general, though, I agree.  I've done a few recommendations and asked for a few.  But, whenever I see mutual recommendations, especially ones that happen at the same time.  The exception is when there's an obvious imbalance between two people.  For example, Jessica Mulligan and I recommended each other.  Jessica hardly needs my friendly word to survive in the industry, she has her own reputation to rely on.  So, I'd hope people who see that consider that she didn't just recommend me because I recommended her.</description>
		<content:encoded><![CDATA[<p><i>Skill at the social game that is LinkedIn does not map to utility in the workplace.</i></p>
<p>Depends on what you mean by &#8220;utility&#8221;.  Someone who is adept at social agreements may be able to better fit into a team&#8217;s chemistry than a brilliant but less socially adept individual.  Do you need a superstar person in that position, or do you need someone who will work with the group you already have?</p>
<p>In general, though, I agree.  I&#8217;ve done a few recommendations and asked for a few.  But, whenever I see mutual recommendations, especially ones that happen at the same time.  The exception is when there&#8217;s an obvious imbalance between two people.  For example, Jessica Mulligan and I recommended each other.  Jessica hardly needs my friendly word to survive in the industry, she has her own reputation to rely on.  So, I&#8217;d hope people who see that consider that she didn&#8217;t just recommend me because I recommended her.</p>
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		<title>Comment on LinkedIn for Pragmatists: Why I Stopped Recommending by Linda Carlson</title>
		<link>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1075</link>
		<dc:creator>Linda Carlson</dc:creator>
		<pubDate>Thu, 30 Jul 2009 06:29:39 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1075</guid>
		<description>I agree one hundred percent. What's more, a public recommendation can rarely be taken seriously. I have read, with some amusement, a glowing endorsement made by someone for an acquaintance whose skills and personality they have repeatedly disparaged.

I have written very few recommendations, and mean them.
Very, very few.

If I don't have enough information to offer an opinion, I don't. Meeting someone at two trade shows does not qualify my to assess anyone's skill set.

I was going to do a comic about this very issue. Darn you, now I have to give you credit for writing about it first. Would you like me to write you a recommendation?

;-)#
Brasse</description>
		<content:encoded><![CDATA[<p>I agree one hundred percent. What&#8217;s more, a public recommendation can rarely be taken seriously. I have read, with some amusement, a glowing endorsement made by someone for an acquaintance whose skills and personality they have repeatedly disparaged.</p>
<p>I have written very few recommendations, and mean them.<br />
Very, very few.</p>
<p>If I don&#8217;t have enough information to offer an opinion, I don&#8217;t. Meeting someone at two trade shows does not qualify my to assess anyone&#8217;s skill set.</p>
<p>I was going to do a comic about this very issue. Darn you, now I have to give you credit for writing about it first. Would you like me to write you a recommendation?</p>
<p>;-)#<br />
Brasse</p>
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		<title>Comment on LinkedIn for Pragmatists: Why I Stopped Recommending by Drew</title>
		<link>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1074</link>
		<dc:creator>Drew</dc:creator>
		<pubDate>Thu, 30 Jul 2009 06:14:40 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/29/linkedin-for-pragmatists-why-i-stopped-recommending/#comment-1074</guid>
		<description>I've long thought if LinkedIn as the "Professional" Facebook. Do I really need another social network? How many of these things do I have to belong to? I'm actually irritated everytime I see another invitation to that damned site. But maybe that's just me.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve long thought if LinkedIn as the &#8220;Professional&#8221; Facebook. Do I really need another social network? How many of these things do I have to belong to? I&#8217;m actually irritated everytime I see another invitation to that damned site. But maybe that&#8217;s just me.</p>
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		<title>Comment on Emergent Play in MMOs - It&#8217;s About the Balance by Moorgard</title>
		<link>http://www.hartsman.com/2009/07/18/emergent-play-in-mmos-its-about-the-balance/#comment-1068</link>
		<dc:creator>Moorgard</dc:creator>
		<pubDate>Wed, 22 Jul 2009 03:44:16 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/18/emergent-play-in-mmos-its-about-the-balance/#comment-1068</guid>
		<description>Locked encounters: saving the world from degenerates, (negative) one subscription at a time.</description>
		<content:encoded><![CDATA[<p>Locked encounters: saving the world from degenerates, (negative) one subscription at a time.</p>
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		<title>Comment on Emergent Play in MMOs - It&#8217;s About the Balance by Almeric</title>
		<link>http://www.hartsman.com/2009/07/18/emergent-play-in-mmos-its-about-the-balance/#comment-1066</link>
		<dc:creator>Almeric</dc:creator>
		<pubDate>Mon, 20 Jul 2009 20:26:11 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/18/emergent-play-in-mmos-its-about-the-balance/#comment-1066</guid>
		<description>Going back to my tabletop days, we always called "degenerate gameplay" "min/maxing."  Of course you want your character to be the best he can be, but it's sometimes hard to resist the instinct that the way to make him the best he can be is to ignore 95% of the character and make sure that you can one-shot any foe before they get a word in edgewise.

MMOs often try to provide interesting options, but the players follow their instincts to the most efficient way to level-up/get-the-loot, and (I've always imagined) dash the dreams of the devs.  The old "Holy Trinity" of classes in EQ1 was only mildly mitigated in EQ2 where - in the end - only the tankiest of the tank classes was considered acceptable for challenging tanking situations.  These views are often fallacious, and many other personnel choices would do fine, but players get stuck in their perceptions and lose their capacity for imagination.

Then it follows (or at least it seems to from a player perspective), that devs look at what the players are doing with their world, and start creating new content to be sure to provide challenges to the min/maxers.  That, in turn, creates more min/maxers because the new content is too hard if you don't follow the optimal path.

FFXI had a really awesome dual-class system, but it quickly became worthless when only certain combinations were allowed to join groups.  Anything out of the ordinary was set for scorn.

Though "classes" are only one aspect of the overall problems (ignoring the fun content of Zone X because the content in Zone Y foolishly gives a tinkling-trifle more exp is another good example), I think a lot of MMO problems could be fixed with a classless system - one where you can't instantly judge someone by typing "/who Larry" and using "Larry [42] Cleric" as your sole basis for whether or not to send the group invite.</description>
		<content:encoded><![CDATA[<p>Going back to my tabletop days, we always called &#8220;degenerate gameplay&#8221; &#8220;min/maxing.&#8221;  Of course you want your character to be the best he can be, but it&#8217;s sometimes hard to resist the instinct that the way to make him the best he can be is to ignore 95% of the character and make sure that you can one-shot any foe before they get a word in edgewise.</p>
<p>MMOs often try to provide interesting options, but the players follow their instincts to the most efficient way to level-up/get-the-loot, and (I&#8217;ve always imagined) dash the dreams of the devs.  The old &#8220;Holy Trinity&#8221; of classes in EQ1 was only mildly mitigated in EQ2 where - in the end - only the tankiest of the tank classes was considered acceptable for challenging tanking situations.  These views are often fallacious, and many other personnel choices would do fine, but players get stuck in their perceptions and lose their capacity for imagination.</p>
<p>Then it follows (or at least it seems to from a player perspective), that devs look at what the players are doing with their world, and start creating new content to be sure to provide challenges to the min/maxers.  That, in turn, creates more min/maxers because the new content is too hard if you don&#8217;t follow the optimal path.</p>
<p>FFXI had a really awesome dual-class system, but it quickly became worthless when only certain combinations were allowed to join groups.  Anything out of the ordinary was set for scorn.</p>
<p>Though &#8220;classes&#8221; are only one aspect of the overall problems (ignoring the fun content of Zone X because the content in Zone Y foolishly gives a tinkling-trifle more exp is another good example), I think a lot of MMO problems could be fixed with a classless system - one where you can&#8217;t instantly judge someone by typing &#8220;/who Larry&#8221; and using &#8220;Larry [42] Cleric&#8221; as your sole basis for whether or not to send the group invite.</p>
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		<title>Comment on About by Mobhunter.com &#187; A Great Idea and $4 Will Buy You a Latte</title>
		<link>http://www.hartsman.com/about/#comment-1065</link>
		<dc:creator>Mobhunter.com &#187; A Great Idea and $4 Will Buy You a Latte</dc:creator>
		<pubDate>Mon, 20 Jul 2009 16:56:00 +0000</pubDate>
		<guid>http://www.hartsman.com/about/#comment-1065</guid>
		<description>[...] in a thread on FoH about Scott Hartsman leaving Ohai, Illucide referenced an old post from Furor on his visit to Sigil when Vanguard was [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] in a thread on FoH about Scott Hartsman leaving Ohai, Illucide referenced an old post from Furor on his visit to Sigil when Vanguard was [&#8230;]</p>
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		<title>Comment on Emergent Play in MMOs - It&#8217;s About the Balance by Wiqd</title>
		<link>http://www.hartsman.com/2009/07/18/emergent-play-in-mmos-its-about-the-balance/#comment-1062</link>
		<dc:creator>Wiqd</dc:creator>
		<pubDate>Sat, 18 Jul 2009 23:15:59 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/18/emergent-play-in-mmos-its-about-the-balance/#comment-1062</guid>
		<description>One thing about companies who love to play the "control game" is that they get MUCH less respect from me. From my days in EQ I remember attempting and hearing about others attempting various different things in the EQ world that the devs never intended. Some were seen as exploits, some were seen as "creative use of game mechanics" but however you name your rose and all that...

One of the clear examples of companies playing the control game is Blizzard. I remember guilds that were banned for splitting a pull that was never intended to be split using only the skills given to them in game. I remember guilds being banned for pulling bosses through an instance without aggroing trash using game mechanics. Blizzard has always been heavy handed in their approach and it's really a turn off.

Why would you punish people the first time they do something that way? Sure it's temporary, but still... Creative use of game mechanics shouldn't be something devs fear, IMO.</description>
		<content:encoded><![CDATA[<p>One thing about companies who love to play the &#8220;control game&#8221; is that they get MUCH less respect from me. From my days in EQ I remember attempting and hearing about others attempting various different things in the EQ world that the devs never intended. Some were seen as exploits, some were seen as &#8220;creative use of game mechanics&#8221; but however you name your rose and all that&#8230;</p>
<p>One of the clear examples of companies playing the control game is Blizzard. I remember guilds that were banned for splitting a pull that was never intended to be split using only the skills given to them in game. I remember guilds being banned for pulling bosses through an instance without aggroing trash using game mechanics. Blizzard has always been heavy handed in their approach and it&#8217;s really a turn off.</p>
<p>Why would you punish people the first time they do something that way? Sure it&#8217;s temporary, but still&#8230; Creative use of game mechanics shouldn&#8217;t be something devs fear, IMO.</p>
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		<title>Comment on Emergent Play in MMOs - It&#8217;s About the Balance by Keith Turkowski</title>
		<link>http://www.hartsman.com/2009/07/18/emergent-play-in-mmos-its-about-the-balance/#comment-1061</link>
		<dc:creator>Keith Turkowski</dc:creator>
		<pubDate>Sat, 18 Jul 2009 21:45:01 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/18/emergent-play-in-mmos-its-about-the-balance/#comment-1061</guid>
		<description>Excellent analysis, especially the relationship between degenerate and emergent behavior.  Unfortunately it seems like there is a future trend in game development where poorly designed games are comprised of an uncoordinated set of systems and touted as supporting amazing emergent behavior.</description>
		<content:encoded><![CDATA[<p>Excellent analysis, especially the relationship between degenerate and emergent behavior.  Unfortunately it seems like there is a future trend in game development where poorly designed games are comprised of an uncoordinated set of systems and touted as supporting amazing emergent behavior.</p>
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		<title>Comment on Emergent Play in MMOs - It&#8217;s About the Balance by Winter "Winwin" Mullenix</title>
		<link>http://www.hartsman.com/2009/07/18/emergent-play-in-mmos-its-about-the-balance/#comment-1060</link>
		<dc:creator>Winter "Winwin" Mullenix</dc:creator>
		<pubDate>Sat, 18 Jul 2009 20:53:03 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/18/emergent-play-in-mmos-its-about-the-balance/#comment-1060</guid>
		<description>Very well said - the unexpected is often the best.</description>
		<content:encoded><![CDATA[<p>Very well said - the unexpected is often the best.</p>
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		<title>Comment on Going Out On Top by Steve Kramer</title>
		<link>http://www.hartsman.com/2009/07/10/going-out-on-top/#comment-1059</link>
		<dc:creator>Steve Kramer</dc:creator>
		<pubDate>Thu, 16 Jul 2009 18:12:18 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/10/going-out-on-top/#comment-1059</guid>
		<description>Best of luck to you Scott!  Somehow I have a feeling whatever you end up doing is going to be great!</description>
		<content:encoded><![CDATA[<p>Best of luck to you Scott!  Somehow I have a feeling whatever you end up doing is going to be great!</p>
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		<title>Comment on Going Out On Top by Braen</title>
		<link>http://www.hartsman.com/2009/07/10/going-out-on-top/#comment-1058</link>
		<dc:creator>Braen</dc:creator>
		<pubDate>Wed, 15 Jul 2009 19:03:23 +0000</pubDate>
		<guid>http://www.hartsman.com/2009/07/10/going-out-on-top/#comment-1058</guid>
		<description>More likely Smed offered him a HUGE contract to get EQ3 done right!</description>
		<content:encoded><![CDATA[<p>More likely Smed offered him a HUGE contract to get EQ3 done right!</p>
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