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	<title>Comments on: Design frustration</title>
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	<link>http://www.philsteinmeyer.com/41/design-frustration/</link>
	<description>Phil Steinmeyer's rumblings on the game biz, programming, and life</description>
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		<title>By: Scott Slomiany</title>
		<link>http://www.philsteinmeyer.com/41/design-frustration/comment-page-1/#comment-107</link>
		<dc:creator>Scott Slomiany</dc:creator>
		<pubDate>Sat, 21 Jan 2006 14:24:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/41/design-frustration/#comment-107</guid>
		<description>Man, does this sound a lot like my work.  We are this really small company whose sole mission is to create patentable game concepts and mechanics for casino games. So, when we aren&#039;t actively in the process of bringing a game to market, all we do is prototype, find the hooks, and throw away the rest, and then repeat the process.  We have a really large morgue filled with ideas that are merely half-baked, or aren&#039;t baked at all. Due to the expensive process of attempting to secure the patents, we only bother with chasing the &quot;cream of the crop&quot; ideas.

At which point you go to a trade show, and see someone else with a game that they are selling with their new concept, which is essentially something you threw away.  And then your response is either A:&quot;Duh, don&#039;t those people know that&#039;s a stupid idea&quot; or B.&quot;I TOLD you it was a great idea!&quot;  

So, it&#039;s nice to see others having the same types of reactions.</description>
		<content:encoded><![CDATA[<p>Man, does this sound a lot like my work.  We are this really small company whose sole mission is to create patentable game concepts and mechanics for casino games. So, when we aren&#8217;t actively in the process of bringing a game to market, all we do is prototype, find the hooks, and throw away the rest, and then repeat the process.  We have a really large morgue filled with ideas that are merely half-baked, or aren&#8217;t baked at all. Due to the expensive process of attempting to secure the patents, we only bother with chasing the &#8220;cream of the crop&#8221; ideas.</p>
<p>At which point you go to a trade show, and see someone else with a game that they are selling with their new concept, which is essentially something you threw away.  And then your response is either A:&#8221;Duh, don&#8217;t those people know that&#8217;s a stupid idea&#8221; or B.&#8221;I TOLD you it was a great idea!&#8221;  </p>
<p>So, it&#8217;s nice to see others having the same types of reactions.</p>
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		<title>By: Matt</title>
		<link>http://www.philsteinmeyer.com/41/design-frustration/comment-page-1/#comment-106</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Sat, 21 Jan 2006 12:04:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/41/design-frustration/#comment-106</guid>
		<description>Totally agree with James.  You always have to be careful with dismissing ideas too quickly - especially when dealing with &quot;hooks&quot;.  If it&#039;s fun for that first five minutes you&#039;ve really got something.  It&#039;s so easy to get jaded...  Try your idea out on someone you trust - and you&#039;ll never know.</description>
		<content:encoded><![CDATA[<p>Totally agree with James.  You always have to be careful with dismissing ideas too quickly &#8211; especially when dealing with &#8220;hooks&#8221;.  If it&#8217;s fun for that first five minutes you&#8217;ve really got something.  It&#8217;s so easy to get jaded&#8230;  Try your idea out on someone you trust &#8211; and you&#8217;ll never know.</p>
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		<title>By: james</title>
		<link>http://www.philsteinmeyer.com/41/design-frustration/comment-page-1/#comment-105</link>
		<dc:creator>james</dc:creator>
		<pubDate>Fri, 20 Jan 2006 17:54:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/41/design-frustration/#comment-105</guid>
		<description>yeh I supposed, I know what you mean by wanting to find a new mechanic though.

the other day I was toying around with the idea of Doodling, most people enjoy doodling but it seems like it would be to complex</description>
		<content:encoded><![CDATA[<p>yeh I supposed, I know what you mean by wanting to find a new mechanic though.</p>
<p>the other day I was toying around with the idea of Doodling, most people enjoy doodling but it seems like it would be to complex</p>
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		<title>By: Phil Steinmeyer</title>
		<link>http://www.philsteinmeyer.com/41/design-frustration/comment-page-1/#comment-104</link>
		<dc:creator>Phil Steinmeyer</dc:creator>
		<pubDate>Fri, 20 Jan 2006 16:55:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/41/design-frustration/#comment-104</guid>
		<description>Well, I didn&#039;t actually build a prototype for that.  But when I played the actual WordSlinger and thought about it, I realized what was appealing was two things:

1) Trying to cram a lot of words into a small space.
2) Trying to add short 2 &amp; 3 letter words into the grid in such a way as to create multiple words - either going in opposite directions, or as compound words/extensions to existing words.

Unfortunately, by shifting the focus to building words from point A to point B, presumably with a time/word count limitation, both of the attractive elements about WordSlinger sorta become moot.  Cramming extra words into a small space doesn&#039;t matter - you&#039;re trying to do the opposite, extend over a long distance.   And the mechanic for making multiple words out of 1 is sort of moot as well.  

I just didn&#039;t think my variation was likely to be challenging or satisfying.  Plus, I sorta would like to do something other than a word game next.</description>
		<content:encoded><![CDATA[<p>Well, I didn&#8217;t actually build a prototype for that.  But when I played the actual WordSlinger and thought about it, I realized what was appealing was two things:</p>
<p>1) Trying to cram a lot of words into a small space.<br />
2) Trying to add short 2 &#038; 3 letter words into the grid in such a way as to create multiple words &#8211; either going in opposite directions, or as compound words/extensions to existing words.</p>
<p>Unfortunately, by shifting the focus to building words from point A to point B, presumably with a time/word count limitation, both of the attractive elements about WordSlinger sorta become moot.  Cramming extra words into a small space doesn&#8217;t matter &#8211; you&#8217;re trying to do the opposite, extend over a long distance.   And the mechanic for making multiple words out of 1 is sort of moot as well.  </p>
<p>I just didn&#8217;t think my variation was likely to be challenging or satisfying.  Plus, I sorta would like to do something other than a word game next.</p>
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		<title>By: james</title>
		<link>http://www.philsteinmeyer.com/41/design-frustration/comment-page-1/#comment-103</link>
		<dc:creator>james</dc:creator>
		<pubDate>Fri, 20 Jan 2006 16:38:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/41/design-frustration/#comment-103</guid>
		<description>btw I think you&#039;re wordslinger variant sounds intriguing and I bet it would do well</description>
		<content:encoded><![CDATA[<p>btw I think you&#8217;re wordslinger variant sounds intriguing and I bet it would do well</p>
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		<title>By: james</title>
		<link>http://www.philsteinmeyer.com/41/design-frustration/comment-page-1/#comment-102</link>
		<dc:creator>james</dc:creator>
		<pubDate>Fri, 20 Jan 2006 16:34:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/41/design-frustration/#comment-102</guid>
		<description>and the thing is alot of times a game will come out later on with one of the mechanics you though was crap and it will do great and you&#039;re like &quot;$#@$#@$ why didn&#039;t I develop that&quot;

it&#039;s happened to me with so many ideas it&#039;s not funny</description>
		<content:encoded><![CDATA[<p>and the thing is alot of times a game will come out later on with one of the mechanics you though was crap and it will do great and you&#8217;re like &#8220;$#@$#@$ why didn&#8217;t I develop that&#8221;</p>
<p>it&#8217;s happened to me with so many ideas it&#8217;s not funny</p>
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		<title>By: Flint</title>
		<link>http://www.philsteinmeyer.com/41/design-frustration/comment-page-1/#comment-100</link>
		<dc:creator>Flint</dc:creator>
		<pubDate>Fri, 20 Jan 2006 14:57:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/41/design-frustration/#comment-100</guid>
		<description>Hmm.. Been there done that, except with cellphone stuff it&#039;s so much harder to predict what will work. And yeah, totally new mechanics are really tough to come up with-your mind is so incredibly trained towards the stuff you have already created/played.

Thanks for the great blog BTW, I for one am really enjoing it-and enjoying seeing one of the &#039;big guys&#039; stepping &#039;down&#039; into the casual games world ;)</description>
		<content:encoded><![CDATA[<p>Hmm.. Been there done that, except with cellphone stuff it&#8217;s so much harder to predict what will work. And yeah, totally new mechanics are really tough to come up with-your mind is so incredibly trained towards the stuff you have already created/played.</p>
<p>Thanks for the great blog BTW, I for one am really enjoing it-and enjoying seeing one of the &#8216;big guys&#8217; stepping &#8216;down&#8217; into the casual games world <img src='http://www.philsteinmeyer.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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