<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[RSS Feed]]></title><description><![CDATA[RSS Feed]]></description><link>http://direct.ecency.com</link><image><url>http://direct.ecency.com/logo512.png</url><title>RSS Feed</title><link>http://direct.ecency.com</link></image><generator>RSS for Node</generator><lastBuildDate>Wed, 13 May 2026 14:01:51 GMT</lastBuildDate><atom:link href="http://direct.ecency.com/@lewpuls/rss" rel="self" type="application/rss+xml"/><item><title><![CDATA[Simplifying a Game Design]]></title><description><![CDATA[Almost always, when I talk with groups of people about game design, I quote Antoine de Saint-Exup'ery: "A designer knows he has achieved perfection not when there is nothing left to add, but when]]></description><link>http://direct.ecency.com/gamedesign/@lewpuls/simplifying-a-game-design</link><guid isPermaLink="true">http://direct.ecency.com/gamedesign/@lewpuls/simplifying-a-game-design</guid><category><![CDATA[gamedesign]]></category><dc:creator><![CDATA[lewpuls]]></dc:creator><pubDate>Wed, 02 May 2018 22:59:45 GMT</pubDate></item><item><title><![CDATA[All I really needed to know about games I learned from Gary Gygax’s Dungeons & Dragons:]]></title><description><![CDATA[Robert Fulghum’s little poem “All I really needed to know I learned in kindergarten” has inspired people since the late ‘80s. With compliments to him, here is: All I needed to know about designing and]]></description><link>http://direct.ecency.com/game/@lewpuls/all-i-really-needed-to-know-about-games-i-learned-from-gary-gygax-s-dungeons-and-dragons</link><guid isPermaLink="true">http://direct.ecency.com/game/@lewpuls/all-i-really-needed-to-know-about-games-i-learned-from-gary-gygax-s-dungeons-and-dragons</guid><category><![CDATA[game]]></category><dc:creator><![CDATA[lewpuls]]></dc:creator><pubDate>Thu, 22 Sep 2016 11:18:30 GMT</pubDate></item><item><title><![CDATA[Consequences in Games]]></title><description><![CDATA[You may have heard me in the past talk about the widespread displacement of consequence-based gaming by reward-based gaming. Party games, and to a lesser extent family games, have always been reward-based]]></description><link>http://direct.ecency.com/game-design/@lewpuls/consequences-in-games</link><guid isPermaLink="true">http://direct.ecency.com/game-design/@lewpuls/consequences-in-games</guid><category><![CDATA[game-design]]></category><dc:creator><![CDATA[lewpuls]]></dc:creator><pubDate>Mon, 12 Sep 2016 13:49:42 GMT</pubDate></item><item><title><![CDATA[Why aren't computer RPGs (especially MMOs)  as much FUN to play as old-time D&D?]]></title><description><![CDATA[[This was originally completed in October 2009, but for various reasons has not seen the light of publication. Generally it still applies, but occasionally I’ll interject some comments in brackets from]]></description><link>http://direct.ecency.com/game-design/@lewpuls/why-aren-t-computer-rpgs-especially-mmos-as-much-fun-to-play-as-old-time-d-and-d</link><guid isPermaLink="true">http://direct.ecency.com/game-design/@lewpuls/why-aren-t-computer-rpgs-especially-mmos-as-much-fun-to-play-as-old-time-d-and-d</guid><category><![CDATA[game-design]]></category><dc:creator><![CDATA[lewpuls]]></dc:creator><pubDate>Fri, 09 Sep 2016 00:13:18 GMT</pubDate></item></channel></rss>