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	<title>Comments on: Serialized Gaming Requires Rapid Distribution</title>
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	<link>http://www.somagames.com/somaniloquy/2009/10/26/serialized-gaming-requires-rapid-distribution/</link>
	<description>Terribiliter Magnificasti Me Mirabilia</description>
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		<title>By: Justin Zawislak</title>
		<link>http://www.somagames.com/somaniloquy/2009/10/26/serialized-gaming-requires-rapid-distribution/comment-page-1/#comment-50</link>
		<dc:creator>Justin Zawislak</dc:creator>
		<pubDate>Sat, 31 Oct 2009 04:54:18 +0000</pubDate>
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		<description>The digital distribution system really is revolutionizing games. Especially what Valve has done with Steam and the ability to pre-load games and instantly play them upon release, as well as the achievement system and DLC craze. It seems like nothing is bigger than the digital PC market. It&#039;s no wonder consoles are trying their darndest to act more like PCs! Custom maps, DLC, social interactivity and data sharing, social networks like PSHome and XBL... It&#039;s revolutionary. We&#039;ve reached somewhat of a plateau in the graphics arena, now the hurdle is immersion and player interactivity, something that should have been first a LONG time ago!</description>
		<content:encoded><![CDATA[<p>The digital distribution system really is revolutionizing games. Especially what Valve has done with Steam and the ability to pre-load games and instantly play them upon release, as well as the achievement system and DLC craze. It seems like nothing is bigger than the digital PC market. It&#8217;s no wonder consoles are trying their darndest to act more like PCs! Custom maps, DLC, social interactivity and data sharing, social networks like PSHome and XBL&#8230; It&#8217;s revolutionary. We&#8217;ve reached somewhat of a plateau in the graphics arena, now the hurdle is immersion and player interactivity, something that should have been first a LONG time ago!</p>
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		<title>By: Cryptopur</title>
		<link>http://www.somagames.com/somaniloquy/2009/10/26/serialized-gaming-requires-rapid-distribution/comment-page-1/#comment-43</link>
		<dc:creator>Cryptopur</dc:creator>
		<pubDate>Mon, 26 Oct 2009 17:29:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.somagames.com/somaniloquy/?p=84#comment-43</guid>
		<description>Good insight John. I think this model can have some huge benefits for games and developers AND players - could be a very win-win kind of thing. What seems unclear is whether or not gamers will accept the format since games have mostly been one-shot deals to this point. The change may be jarring...</description>
		<content:encoded><![CDATA[<p>Good insight John. I think this model can have some huge benefits for games and developers AND players &#8211; could be a very win-win kind of thing. What seems unclear is whether or not gamers will accept the format since games have mostly been one-shot deals to this point. The change may be jarring&#8230;</p>
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		<title>By: John</title>
		<link>http://www.somagames.com/somaniloquy/2009/10/26/serialized-gaming-requires-rapid-distribution/comment-page-1/#comment-41</link>
		<dc:creator>John</dc:creator>
		<pubDate>Mon, 26 Oct 2009 16:24:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.somagames.com/somaniloquy/?p=84#comment-41</guid>
		<description>Not only do you get to tell a grander story through episodic content, but I think you also get the opportunity to take into account consumer feedback in a more relevant way.  Hearing critiques of an episode allows you to (potentially anyway) make changes that address those concerns in the next episode, or make it more clear why you did what you did.  Having a &quot;season&quot; of a game (like Telltale seems to do) also allows you to spread out your story over a given amount of time, giving you better control of pacing, and builds the tension.  Take any serialized television drama as an example.  Without the promise of finding out what happens next week, the story would fall flat.

That&#039;s quite possibly the best reason for it, but the other would certainly be the fact of keeping your product in the minds of consumers on a much more regular basis.  If they get into a mindset of expecting it every few months or so (or whatever the development schedule is), you hold on to them more effectively than if you put them off for two years.</description>
		<content:encoded><![CDATA[<p>Not only do you get to tell a grander story through episodic content, but I think you also get the opportunity to take into account consumer feedback in a more relevant way.  Hearing critiques of an episode allows you to (potentially anyway) make changes that address those concerns in the next episode, or make it more clear why you did what you did.  Having a &#8220;season&#8221; of a game (like Telltale seems to do) also allows you to spread out your story over a given amount of time, giving you better control of pacing, and builds the tension.  Take any serialized television drama as an example.  Without the promise of finding out what happens next week, the story would fall flat.</p>
<p>That&#8217;s quite possibly the best reason for it, but the other would certainly be the fact of keeping your product in the minds of consumers on a much more regular basis.  If they get into a mindset of expecting it every few months or so (or whatever the development schedule is), you hold on to them more effectively than if you put them off for two years.</p>
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