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	<title>Comments for in-lusio.com</title>
	<link>http://www.in-lusio.com</link>
	<description>on play</description>
	<pubDate>Tue, 19 Aug 2008 22:03:50 +0000</pubDate>
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		<title>Comment on From playtime to no time by theije</title>
		<link>http://www.in-lusio.com/2008/from-playtime-to-no-time/#comment-22</link>
		<dc:creator>theije</dc:creator>
		<pubDate>Tue, 22 Jul 2008 14:39:22 +0000</pubDate>
		<guid>http://www.in-lusio.com/2008/from-playtime-to-no-time/#comment-22</guid>
		<description>Hi Tj'ièn. It's certainly a hell of a job to get people off their daily state of mind and routine. Question is: is the concept of Playtime or PlayDay an educational one (to stimulate the creativity beyond existing bounderies) or is it an experiment based on free time to see what people like to make without de pressure of the usual targets? When it's an educatonal setup there must be a teacher. When is een ezxperimental setup there must be an observer.
Anyway, your readiness to broad the focus of yourself and your colleagues is admirabble, busy as your job already is withouth these initiatives.
Have a good time anyway!
Theije</description>
		<content:encoded><![CDATA[<p>Hi Tj&#8217;ièn. It&#8217;s certainly a hell of a job to get people off their daily state of mind and routine. Question is: is the concept of Playtime or PlayDay an educational one (to stimulate the creativity beyond existing bounderies) or is it an experiment based on free time to see what people like to make without de pressure of the usual targets? When it&#8217;s an educatonal setup there must be a teacher. When is een ezxperimental setup there must be an observer.<br />
Anyway, your readiness to broad the focus of yourself and your colleagues is admirabble, busy as your job already is withouth these initiatives.<br />
Have a good time anyway!<br />
Theije</p>
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		<title>Comment on From playtime to no time by Tj'ièn Twijnstra</title>
		<link>http://www.in-lusio.com/2008/from-playtime-to-no-time/#comment-21</link>
		<dc:creator>Tj'ièn Twijnstra</dc:creator>
		<pubDate>Tue, 22 Jul 2008 12:48:28 +0000</pubDate>
		<guid>http://www.in-lusio.com/2008/from-playtime-to-no-time/#comment-21</guid>
		<description>Hi Theije. Thanks for the comment, I hope you don't mind me translating it to english so non-Dutch reading people can read it too. It is true that people could create their own goals, and that's certainly a question I could ask them. But it takes a lot of time and knowledge to be able to create your own goals. For each profession it takes experience to be able to set goals at a creative level. 

When searching for new ideas within our company we either do not have the time for waiting on people to set their own goals or to guide them in this process. What we can and will do next is return to the first idea of PlayDays - have two days to create an idea/prototype - and create more focus and boundaries to stimulate the creative process. Things like a definite goal, peer presure in the form of friendly rivalry, and clear boundaries are added and the actual goal of these PlayDays will extend beyond its traditional scope.

I have good hopes that the new PlayDays will give us the results were after and otherwise we'll just have to keep on searching for other ways to unlock the creative potential of my colleagues.</description>
		<content:encoded><![CDATA[<p>Hi Theije. Thanks for the comment, I hope you don&#8217;t mind me translating it to english so non-Dutch reading people can read it too. It is true that people could create their own goals, and that&#8217;s certainly a question I could ask them. But it takes a lot of time and knowledge to be able to create your own goals. For each profession it takes experience to be able to set goals at a creative level. </p>
<p>When searching for new ideas within our company we either do not have the time for waiting on people to set their own goals or to guide them in this process. What we can and will do next is return to the first idea of PlayDays - have two days to create an idea/prototype - and create more focus and boundaries to stimulate the creative process. Things like a definite goal, peer presure in the form of friendly rivalry, and clear boundaries are added and the actual goal of these PlayDays will extend beyond its traditional scope.</p>
<p>I have good hopes that the new PlayDays will give us the results were after and otherwise we&#8217;ll just have to keep on searching for other ways to unlock the creative potential of my colleagues.</p>
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		<title>Comment on From playtime to no time by Theije</title>
		<link>http://www.in-lusio.com/2008/from-playtime-to-no-time/#comment-20</link>
		<dc:creator>Theije</dc:creator>
		<pubDate>Fri, 18 Jul 2008 08:45:44 +0000</pubDate>
		<guid>http://www.in-lusio.com/2008/from-playtime-to-no-time/#comment-20</guid>
		<description>Het is goed dat je zo kritisch kijkt naar dit experiment om de creativiteit te vergroten.
Ik denk dat je gelijk hebt dat het meer tijd en voorbereiding vraagt om zoiets op poten te zetten. De menselijke psyche is geneigd zich aan patronen vast te maken en zich daarin veilig te voelen. Mensen uit vaste werk- en creativiteitspatronen te halen is een lastige klus. Het betekent mensen uit hun vertrouwde omgeving halen, te vergelijken met een plotselinge verhuizing. Verwarring, onzekerheid zijn dan de eerste reacties, bepaald niet de beste uitgangpunten om nieuwe ideeën te ontwikkelen.
Toch denk ik dat het idee in de grond goed is. 
Iemand leren zwemmen doe je in een zwembad en niet in een oceaan. Wanneer mensen zeggen: ‘wat is de doelstelling van dit gebeuren?’, dan moet je als het ware drie stappen verder zijn en weten: deze vraag had ik verwacht, men is onzeker en zoekt houvast. Antwoord: de doelstelling is je eigen doelstelling te vinden.
Veel tijd zal dus geïnvesteerd moeten worden in het losmaken van bestaande patronen. Ik hoop wel dat je ermee doorgaat, want de kern is goed en absoluut van grote waarde voor de ontwikkeling van nieuwe ideeën. Bevinden alle vernieuwende ideeën zich immers niet in het land ‘achter de horizon’, ofwel: moeten we niet altijd dingen zien die er nog niet te zien zijn?
Veel succes!
Theije


&lt;strong&gt;English translation of Dutch comment:&lt;/strong&gt;


It is good that you have a critical look at this experiment to boost creativity.
I think you are right that it takes more preparartion time to get something like this from the ground. The human psyche tends to stick to patterns and to feel safe with them. Getting people out of their regular work and creativity patterns is a difficult job. It means getting people out of their safe environment and is  comparable to re-locating. Confusion and uncertainty are the first reactions, not really the best starting points to develop ideas.
But still I think the idea has a solid basis.
You learn someone swimming in a pool and not in the ocean. When people say: 'what was the goal of this?', you have to be three steps ahead and know: I expected that question, people are uncertain and are looking to hold on to soemthing. Answer: the goal is to find your own goal. 
Much time should be invested in trying to cut the chains of existing paterns. I hope you continue with this, because the core is good and of absolute value for the development of new ideas. Don't all new ideas come from the land 'beyond the horizon', or shouldn't we all see things that aren't to be seen?
Good luck!
Theije



</description>
		<content:encoded><![CDATA[<p>Het is goed dat je zo kritisch kijkt naar dit experiment om de creativiteit te vergroten.<br />
Ik denk dat je gelijk hebt dat het meer tijd en voorbereiding vraagt om zoiets op poten te zetten. De menselijke psyche is geneigd zich aan patronen vast te maken en zich daarin veilig te voelen. Mensen uit vaste werk- en creativiteitspatronen te halen is een lastige klus. Het betekent mensen uit hun vertrouwde omgeving halen, te vergelijken met een plotselinge verhuizing. Verwarring, onzekerheid zijn dan de eerste reacties, bepaald niet de beste uitgangpunten om nieuwe ideeën te ontwikkelen.<br />
Toch denk ik dat het idee in de grond goed is.<br />
Iemand leren zwemmen doe je in een zwembad en niet in een oceaan. Wanneer mensen zeggen: ‘wat is de doelstelling van dit gebeuren?’, dan moet je als het ware drie stappen verder zijn en weten: deze vraag had ik verwacht, men is onzeker en zoekt houvast. Antwoord: de doelstelling is je eigen doelstelling te vinden.<br />
Veel tijd zal dus geïnvesteerd moeten worden in het losmaken van bestaande patronen. Ik hoop wel dat je ermee doorgaat, want de kern is goed en absoluut van grote waarde voor de ontwikkeling van nieuwe ideeën. Bevinden alle vernieuwende ideeën zich immers niet in het land ‘achter de horizon’, ofwel: moeten we niet altijd dingen zien die er nog niet te zien zijn?<br />
Veel succes!<br />
Theije</p>
<p><strong>English translation of Dutch comment:</strong></p>
<p>It is good that you have a critical look at this experiment to boost creativity.<br />
I think you are right that it takes more preparartion time to get something like this from the ground. The human psyche tends to stick to patterns and to feel safe with them. Getting people out of their regular work and creativity patterns is a difficult job. It means getting people out of their safe environment and is  comparable to re-locating. Confusion and uncertainty are the first reactions, not really the best starting points to develop ideas.<br />
But still I think the idea has a solid basis.<br />
You learn someone swimming in a pool and not in the ocean. When people say: &#8216;what was the goal of this?&#8217;, you have to be three steps ahead and know: I expected that question, people are uncertain and are looking to hold on to soemthing. Answer: the goal is to find your own goal.<br />
Much time should be invested in trying to cut the chains of existing paterns. I hope you continue with this, because the core is good and of absolute value for the development of new ideas. Don&#8217;t all new ideas come from the land &#8216;beyond the horizon&#8217;, or shouldn&#8217;t we all see things that aren&#8217;t to be seen?<br />
Good luck!<br />
Theije</p>
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		<title>Comment on Fun in fun out by From playtime to no time at in-lusio.com</title>
		<link>http://www.in-lusio.com/2008/fun-in-fun-out/#comment-19</link>
		<dc:creator>From playtime to no time at in-lusio.com</dc:creator>
		<pubDate>Mon, 30 Jun 2008 06:15:46 +0000</pubDate>
		<guid>http://www.in-lusio.com/2008/fun-in-fun-out/#comment-19</guid>
		<description>[...] while back I posted the Fun in fun out article stating that having fun while creating products leads to more fun products. Although I [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] while back I posted the Fun in fun out article stating that having fun while creating products leads to more fun products. Although I [&#8230;]</p>
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		<title>Comment on Designing a good game designer by gerritwillemse.com</title>
		<link>http://www.in-lusio.com/2008/designing-a-good-game-designer/#comment-16</link>
		<dc:creator>gerritwillemse.com</dc:creator>
		<pubDate>Sun, 20 Apr 2008 15:11:17 +0000</pubDate>
		<guid>http://www.in-lusio.com/2008/designing-a-good-game-designer/#comment-16</guid>
		<description>It most certainly does! thanx :)
I think a certain level of functional graphical insight is a skill that most certainly is welcome.

... but leave the graphics to the REAL artists! ;) ;) ;)

G</description>
		<content:encoded><![CDATA[<p>It most certainly does! thanx <img src='http://www.in-lusio.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> I think a certain level of functional graphical insight is a skill that most certainly is welcome.</p>
<p>&#8230; but leave the graphics to the REAL artists! <img src='http://www.in-lusio.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> ;) <img src='http://www.in-lusio.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /><br />
G</p>
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		<title>Comment on Designing a good game designer by Tj'ièn Twijnstra</title>
		<link>http://www.in-lusio.com/2008/designing-a-good-game-designer/#comment-15</link>
		<dc:creator>Tj'ièn Twijnstra</dc:creator>
		<pubDate>Sat, 19 Apr 2008 22:56:00 +0000</pubDate>
		<guid>http://www.in-lusio.com/2008/designing-a-good-game-designer/#comment-15</guid>
		<description>Hey G!

Thanks for joining the discussion. You raise a good point.

In my opinion, a game designer should at least have a funtional understanding of graphic design. The 'readability' of a game has a lot to do with the enjoyment of a game. Do the graphics indicate what is expected from the player? Does the player know who is the bad guy by just looking at the game? Does the player know whether to go left or right when looking down a corridor? These questions should be important to a game designer. 

Should a game designer have an aesthetic eye? It can help and certainly if style and gameplay compliment each other, like 'de Blob' and 'Loco Roco' do.

Personally, I always try to visualize the game that I'm designing, just to make it easier for me to think about it, to 'rapid prototype' it in my head as it were.

Hope this answers your question. </description>
		<content:encoded><![CDATA[<p>Hey G!</p>
<p>Thanks for joining the discussion. You raise a good point.</p>
<p>In my opinion, a game designer should at least have a funtional understanding of graphic design. The &#8216;readability&#8217; of a game has a lot to do with the enjoyment of a game. Do the graphics indicate what is expected from the player? Does the player know who is the bad guy by just looking at the game? Does the player know whether to go left or right when looking down a corridor? These questions should be important to a game designer. </p>
<p>Should a game designer have an aesthetic eye? It can help and certainly if style and gameplay compliment each other, like &#8216;de Blob&#8217; and &#8216;Loco Roco&#8217; do.</p>
<p>Personally, I always try to visualize the game that I&#8217;m designing, just to make it easier for me to think about it, to &#8216;rapid prototype&#8217; it in my head as it were.</p>
<p>Hope this answers your question.</p>
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		<title>Comment on Designing a good game designer by gerritwillemse.com</title>
		<link>http://www.in-lusio.com/2008/designing-a-good-game-designer/#comment-14</link>
		<dc:creator>gerritwillemse.com</dc:creator>
		<pubDate>Sat, 19 Apr 2008 18:59:16 +0000</pubDate>
		<guid>http://www.in-lusio.com/2008/designing-a-good-game-designer/#comment-14</guid>
		<description>Yo,
Nice article. 
I fully agree with it :)
One question though; Does a gamedesigner have to have graphical insights? Does he need to be able to visualise a game concept aswell?
A lot of games (loko roco, the blob) mix graphics with game design, thus my question. :)

later!

G</description>
		<content:encoded><![CDATA[<p>Yo,<br />
Nice article.<br />
I fully agree with it <img src='http://www.in-lusio.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> One question though; Does a gamedesigner have to have graphical insights? Does he need to be able to visualise a game concept aswell?<br />
A lot of games (loko roco, the blob) mix graphics with game design, thus my question. <img src='http://www.in-lusio.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
later!</p>
<p>G</p>
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		<title>Comment on Serious games, boring fun by Tj'ièn Twijnstra</title>
		<link>http://www.in-lusio.com/2007/serious-games-boring-fun/#comment-7</link>
		<dc:creator>Tj'ièn Twijnstra</dc:creator>
		<pubDate>Sun, 20 Jan 2008 22:30:59 +0000</pubDate>
		<guid>http://www.in-lusio.com/2007/serious-games-boring-fun/#comment-7</guid>
		<description>Thanks for your comment and compliments. It's true that game developers in the Netherlands are not very transparant and open. And I'm sure that's true for the entire industry. I do think that if there's a place where the game industry could become more open it is in the Netherlands. I also think it should open up, to allow the industry to grow.

Teacher's focus should be on how to make a fun game in the first place and how to apply that fun in another context should come second. I'm not really sure if the focus on applied games is deliberate, but it's a growing research field within the total gaming landscape. 

Last week I also learned that the term applied games is already five years old and is invented by Jeroen van Mastrigt, head of research at the HKU. He thinks that it may not catch on as the term applied has a bit of a negative feel to it in the States. I guess we can only hope Jereon is wrong.

To get back to your comment, I believe it is difficult to create a fun experience and it's probably even more difficult to make it fun when also selling a product that has nothing to with games. Teachers should prepare students for the highest goal imaginable, and for those who barely graduate, they should study some more I guess...</description>
		<content:encoded><![CDATA[<p>Thanks for your comment and compliments. It&#8217;s true that game developers in the Netherlands are not very transparant and open. And I&#8217;m sure that&#8217;s true for the entire industry. I do think that if there&#8217;s a place where the game industry could become more open it is in the Netherlands. I also think it should open up, to allow the industry to grow.</p>
<p>Teacher&#8217;s focus should be on how to make a fun game in the first place and how to apply that fun in another context should come second. I&#8217;m not really sure if the focus on applied games is deliberate, but it&#8217;s a growing research field within the total gaming landscape. </p>
<p>Last week I also learned that the term applied games is already five years old and is invented by Jeroen van Mastrigt, head of research at the HKU. He thinks that it may not catch on as the term applied has a bit of a negative feel to it in the States. I guess we can only hope Jereon is wrong.</p>
<p>To get back to your comment, I believe it is difficult to create a fun experience and it&#8217;s probably even more difficult to make it fun when also selling a product that has nothing to with games. Teachers should prepare students for the highest goal imaginable, and for those who barely graduate, they should study some more I guess&#8230;</p>
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		<title>Comment on Fun in fun out by Tj'ièn Twijnstra</title>
		<link>http://www.in-lusio.com/2008/fun-in-fun-out/#comment-6</link>
		<dc:creator>Tj'ièn Twijnstra</dc:creator>
		<pubDate>Sat, 19 Jan 2008 23:57:47 +0000</pubDate>
		<guid>http://www.in-lusio.com/2008/fun-in-fun-out/#comment-6</guid>
		<description>Thank you for your thoughts! I think you're right about the presure. With the PlayDays, the fact that you only had two or three days to complete your game made sure that decisions were made fast. Indeed, Playtime does not feature such presure. If more people feel the need to be out under presure to get their juices flowing we will need to look into the concept of Playtime and see how we can improve it. Maybe all what's needed is some guidance from a project manager...</description>
		<content:encoded><![CDATA[<p>Thank you for your thoughts! I think you&#8217;re right about the presure. With the PlayDays, the fact that you only had two or three days to complete your game made sure that decisions were made fast. Indeed, Playtime does not feature such presure. If more people feel the need to be out under presure to get their juices flowing we will need to look into the concept of Playtime and see how we can improve it. Maybe all what&#8217;s needed is some guidance from a project manager&#8230;</p>
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		<title>Comment on Fun in fun out by Bart-W. van Lith</title>
		<link>http://www.in-lusio.com/2008/fun-in-fun-out/#comment-5</link>
		<dc:creator>Bart-W. van Lith</dc:creator>
		<pubDate>Sat, 19 Jan 2008 16:52:12 +0000</pubDate>
		<guid>http://www.in-lusio.com/2008/fun-in-fun-out/#comment-5</guid>
		<description>Great concept - I guess the first week already proved that your point of view is right :)

Although one thing that's missing from the PlayTime concept is the pressure to finish a project in a certain ammount of time. I noticed myself how difficult it is to set your current project aside for one afternoon and concentrate on something completely different - but that's probably just me and not the concept of PlayTime ;)
But there was certainly a positive, creative buzz going around on the very first PlayTime :)</description>
		<content:encoded><![CDATA[<p>Great concept - I guess the first week already proved that your point of view is right <img src='http://www.in-lusio.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
Although one thing that&#8217;s missing from the PlayTime concept is the pressure to finish a project in a certain ammount of time. I noticed myself how difficult it is to set your current project aside for one afternoon and concentrate on something completely different - but that&#8217;s probably just me and not the concept of PlayTime <img src='http://www.in-lusio.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> But there was certainly a positive, creative buzz going around on the very first PlayTime <img src='http://www.in-lusio.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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