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	<title>Comments for Daniel Carvalho</title>
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	<link>http://danielcarvalho.com</link>
	<description>Video games, gamer culture and design.</description>
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		<title>Comment on What Have We Achieved by Daniel Carvalho</title>
		<link>http://danielcarvalho.com/articles/what-have-we-achieved/comment-page-1/#comment-189</link>
		<dc:creator>Daniel Carvalho</dc:creator>
		<pubDate>Tue, 23 Mar 2010 00:00:54 +0000</pubDate>
		<guid isPermaLink="false">http://danielcarvalho.com/?p=287#comment-189</guid>
		<description>I haven&#039;t played Heavy Rain yet, but judging from what you&#039;re telling me, it seems like Quantic Dream have applied similar techniques as outlined under the heading &quot;anaesthetics&quot; above. Which is great to hear. Shows class.</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t played Heavy Rain yet, but judging from what you&#8217;re telling me, it seems like Quantic Dream have applied similar techniques as outlined under the heading &#8220;anaesthetics&#8221; above. Which is great to hear. Shows class.</p>
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		<title>Comment on What Have We Achieved by Zacqary Adam Green</title>
		<link>http://danielcarvalho.com/articles/what-have-we-achieved/comment-page-1/#comment-185</link>
		<dc:creator>Zacqary Adam Green</dc:creator>
		<pubDate>Mon, 22 Mar 2010 05:06:10 +0000</pubDate>
		<guid isPermaLink="false">http://danielcarvalho.com/?p=287#comment-185</guid>
		<description>The problem, at least for console games, is that Sony and Microsoft require your games to have achievements or trophies. While PC developers can still avoid it, this sort of thing isn&#039;t going away any time soon.

The best developers can do is cope with it well. I liked how Heavy Rain handled trophies: the requirements for unlocking each trophy were obscured until you actually did what was required, and notifications were only displayed during loading screens.</description>
		<content:encoded><![CDATA[<p>The problem, at least for console games, is that Sony and Microsoft require your games to have achievements or trophies. While PC developers can still avoid it, this sort of thing isn&#8217;t going away any time soon.</p>
<p>The best developers can do is cope with it well. I liked how Heavy Rain handled trophies: the requirements for unlocking each trophy were obscured until you actually did what was required, and notifications were only displayed during loading screens.</p>
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		<title>Comment on What Have We Achieved by Daniel Carvalho</title>
		<link>http://danielcarvalho.com/articles/what-have-we-achieved/comment-page-1/#comment-184</link>
		<dc:creator>Daniel Carvalho</dc:creator>
		<pubDate>Sun, 21 Mar 2010 00:22:42 +0000</pubDate>
		<guid isPermaLink="false">http://danielcarvalho.com/?p=287#comment-184</guid>
		<description>Ahhh, it&#039;s great to know I&#039;m not the only one.

Josh, that&#039;s a novel idea, that would bring sense to the whole &quot;social&quot; aspect of gaming the industry is so crazy about.

On that note, I remember when I was trying out EVE Online for the first time, hooking up with a player that had the same interests as me made a &lt;em&gt;BIG&lt;/em&gt; difference. Made the game more fun.</description>
		<content:encoded><![CDATA[<p>Ahhh, it&#8217;s great to know I&#8217;m not the only one.</p>
<p>Josh, that&#8217;s a novel idea, that would bring sense to the whole &#8220;social&#8221; aspect of gaming the industry is so crazy about.</p>
<p>On that note, I remember when I was trying out EVE Online for the first time, hooking up with a player that had the same interests as me made a <em>BIG</em> difference. Made the game more fun.</p>
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		<title>Comment on What Have We Achieved by Josh W</title>
		<link>http://danielcarvalho.com/articles/what-have-we-achieved/comment-page-1/#comment-183</link>
		<dc:creator>Josh W</dc:creator>
		<pubDate>Sat, 20 Mar 2010 23:04:10 +0000</pubDate>
		<guid isPermaLink="false">http://danielcarvalho.com/?p=287#comment-183</guid>
		<description>Full agreement.

I just want them off, and in replacement I&#039;d like people to use the metrics to find ways to make games for me and people like me, and possibly in matchmaking, so I can play coop with people who share my interests.</description>
		<content:encoded><![CDATA[<p>Full agreement.</p>
<p>I just want them off, and in replacement I&#8217;d like people to use the metrics to find ways to make games for me and people like me, and possibly in matchmaking, so I can play coop with people who share my interests.</p>
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		<title>Comment on What Have We Achieved by Avatar Blues, Immersion and Video Games / Daniel Carvalho</title>
		<link>http://danielcarvalho.com/articles/what-have-we-achieved/comment-page-1/#comment-168</link>
		<dc:creator>Avatar Blues, Immersion and Video Games / Daniel Carvalho</dc:creator>
		<pubDate>Sun, 17 Jan 2010 09:53:55 +0000</pubDate>
		<guid isPermaLink="false">http://danielcarvalho.com/?p=287#comment-168</guid>
		<description>[...] emerging within the world of cinema. Immersion is a vitally important topic to me, and I&#8217;ve contended at length to retain its [...]</description>
		<content:encoded><![CDATA[<p>[...] emerging within the world of cinema. Immersion is a vitally important topic to me, and I&#8217;ve contended at length to retain its [...]</p>
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		<title>Comment on Polarity by Daniel Carvalho</title>
		<link>http://danielcarvalho.com/articles/polarity/comment-page-1/#comment-166</link>
		<dc:creator>Daniel Carvalho</dc:creator>
		<pubDate>Sun, 10 Jan 2010 12:42:06 +0000</pubDate>
		<guid isPermaLink="false">http://danielcarvalho.com/?p=564#comment-166</guid>
		<description>Yeah, and the main problem with that is time. Time doesn&#039;t permit one to really do something substantial when juggling a lot interests. Well, speaking for myself anyway. Especially now, I&#039;m working on something that I&#039;ll — hopefully — be revealing on this website in the coming months, and it pretty much takes up most of my free time that is dedicated to personal creative work.

For the most part, it&#039;s slightly different for me though, it&#039;s almost like I become so interested on one thing at a particular time, that the others get completely dulled out, and then it switches.

Soon I&#039;ll post a link to my temp portfolio, it has three maps that I officially released. Each having a quite a few screenshots showing off the different areas.</description>
		<content:encoded><![CDATA[<p>Yeah, and the main problem with that is time. Time doesn&#8217;t permit one to really do something substantial when juggling a lot interests. Well, speaking for myself anyway. Especially now, I&#8217;m working on something that I&#8217;ll — hopefully — be revealing on this website in the coming months, and it pretty much takes up most of my free time that is dedicated to personal creative work.</p>
<p>For the most part, it&#8217;s slightly different for me though, it&#8217;s almost like I become so interested on one thing at a particular time, that the others get completely dulled out, and then it switches.</p>
<p>Soon I&#8217;ll post a link to my temp portfolio, it has three maps that I officially released. Each having a quite a few screenshots showing off the different areas.</p>
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		<title>Comment on Polarity by Shelby White</title>
		<link>http://danielcarvalho.com/articles/polarity/comment-page-1/#comment-165</link>
		<dc:creator>Shelby White</dc:creator>
		<pubDate>Wed, 06 Jan 2010 04:02:06 +0000</pubDate>
		<guid isPermaLink="false">http://danielcarvalho.com/?p=564#comment-165</guid>
		<description>It seems like every other week I want to be doing something else because I feel half way empty without it. Its almost unfortunate that I can&#039;t single just one thing out that I want to do–I feel as if I need to do more. 

It would be interesting to see a reflection back on those incomplete experimental maps that you&#039;ve created...if they&#039;re still available.</description>
		<content:encoded><![CDATA[<p>It seems like every other week I want to be doing something else because I feel half way empty without it. Its almost unfortunate that I can&#8217;t single just one thing out that I want to do–I feel as if I need to do more. </p>
<p>It would be interesting to see a reflection back on those incomplete experimental maps that you&#8217;ve created&#8230;if they&#8217;re still available.</p>
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		<title>Comment on Dragonball Evolution Review by Shelby White</title>
		<link>http://danielcarvalho.com/articles/dragonball-evolution-review/comment-page-1/#comment-161</link>
		<dc:creator>Shelby White</dc:creator>
		<pubDate>Thu, 08 Oct 2009 15:29:08 +0000</pubDate>
		<guid isPermaLink="false">http://blog.danielcarvalho.com/?p=28#comment-161</guid>
		<description>Whoops. I didn&#039;t see the reply asking about feedburner until now.

I find that people are subscribed and using it for my blog but I think it really only helps you if you have a lot of traffic. I&#039;m really not sure though. It may be worth a read online to see what the advantages are.</description>
		<content:encoded><![CDATA[<p>Whoops. I didn&#8217;t see the reply asking about feedburner until now.</p>
<p>I find that people are subscribed and using it for my blog but I think it really only helps you if you have a lot of traffic. I&#8217;m really not sure though. It may be worth a read online to see what the advantages are.</p>
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		<title>Comment on What the Hell by Daniel Carvalho</title>
		<link>http://danielcarvalho.com/articles/what-the-hell/comment-page-1/#comment-138</link>
		<dc:creator>Daniel Carvalho</dc:creator>
		<pubDate>Mon, 13 Jul 2009 16:08:32 +0000</pubDate>
		<guid isPermaLink="false">http://danielcarvalho.com/?p=383#comment-138</guid>
		<description>That so cool, because for a long while I was deeply entrenched in the modding community. Specifically the during the big boom of Half-Life mods, doing Level Design primarily. I worked on &lt;a href=&quot;http://www.moddb.com/mods/household-death&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;Household DEATH!&lt;/a&gt;, &lt;a href=&quot;http://www.msremake.com/gallery/deralia01.jpg&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;Master Sword - Continued&lt;/a&gt; and my own little Half-Life co-op experiment, that was just for me and my friends.  I also made many Counter-Strike and Day of Defeat maps. But really there was only one that I officially released for Counter-Strike, named cs_thestation.

Oh, and I think you&#039;ve hit the nail on the head with your hopes regarding the merger. It has the possibility of being a perfect amalgam.</description>
		<content:encoded><![CDATA[<p>That so cool, because for a long while I was deeply entrenched in the modding community. Specifically the during the big boom of Half-Life mods, doing Level Design primarily. I worked on <a href="http://www.moddb.com/mods/household-death" target="_blank" rel="nofollow">Household DEATH!</a>, <a href="http://www.msremake.com/gallery/deralia01.jpg" target="_blank" rel="nofollow">Master Sword &#8211; Continued</a> and my own little Half-Life co-op experiment, that was just for me and my friends.  I also made many Counter-Strike and Day of Defeat maps. But really there was only one that I officially released for Counter-Strike, named cs_thestation.</p>
<p>Oh, and I think you&#8217;ve hit the nail on the head with your hopes regarding the merger. It has the possibility of being a perfect amalgam.</p>
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		<title>Comment on What the Hell by Alex / HeadUp</title>
		<link>http://danielcarvalho.com/articles/what-the-hell/comment-page-1/#comment-127</link>
		<dc:creator>Alex / HeadUp</dc:creator>
		<pubDate>Sun, 12 Jul 2009 20:30:26 +0000</pubDate>
		<guid isPermaLink="false">http://danielcarvalho.com/?p=383#comment-127</guid>
		<description>Yeah, one of my first major creative ventures was a total conversion mod for Call of Duty, a North Africa mod called Upon the Burning Sands, back in &#039;05.  ( http://www.behance.net/Gallery/Upon-the-Burning-Sands/213508 )  I used to do a lot of modding for Medal of Honor, Call of Duty 1 &amp; 2 and Company of Heroes.

Anyway tho, maybe this merger can add a little more of a sense of purpose in such an open world, a bit more guidance to shape the gaming experience...after all, that main quest in Oblivion had no sense of urgency or connection to the rest of what was going on, making for a disjointed experience.  It was addressed to an extent in Fallout 3, but not completely.  Doom 3, on the other hand, had a much more focused story line but there was almost no sense of freedom outside of the task at hand.  A successfully-executed combo of the best gameplay mechanics from both would be awesome.</description>
		<content:encoded><![CDATA[<p>Yeah, one of my first major creative ventures was a total conversion mod for Call of Duty, a North Africa mod called Upon the Burning Sands, back in &#8216;05.  ( <a href="http://www.behance.net/Gallery/Upon-the-Burning-Sands/213508" rel="nofollow">http://www.behance.net/Gallery/Upon-the-Burning-Sands/213508</a> )  I used to do a lot of modding for Medal of Honor, Call of Duty 1 &amp; 2 and Company of Heroes.</p>
<p>Anyway tho, maybe this merger can add a little more of a sense of purpose in such an open world, a bit more guidance to shape the gaming experience&#8230;after all, that main quest in Oblivion had no sense of urgency or connection to the rest of what was going on, making for a disjointed experience.  It was addressed to an extent in Fallout 3, but not completely.  Doom 3, on the other hand, had a much more focused story line but there was almost no sense of freedom outside of the task at hand.  A successfully-executed combo of the best gameplay mechanics from both would be awesome.</p>
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