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	<description>Your source for cynical commentary on the games business.</description>
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		<title>What to Look for in New Game Designers</title>
		<link>http://insidevoice.com/?p=256</link>
		<comments>http://insidevoice.com/?p=256#comments</comments>
		<pubDate>Mon, 06 Jun 2011 04:49:30 +0000</pubDate>
		<dc:creator>ifischer</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Designers]]></category>
		<category><![CDATA[Game Business]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://insidevoice.com/?p=256</guid>
		<description><![CDATA[Not long ago, colleges didn’t offer degrees in game development.  When they started to, the programs were generally not seen as a great source for new hires. Things change.  Over the years, many programs have found their stride (helped in no small part by actual developers taking teaching positions).  So much so, in fact, that there’s now a [...]]]></description>
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		<title>We Must Eradicate / Support Social Gaming Before It Ends Life On Earth / So Kittens Can Live Forever</title>
		<link>http://insidevoice.com/?p=250</link>
		<comments>http://insidevoice.com/?p=250#comments</comments>
		<pubDate>Tue, 05 Apr 2011 04:06:14 +0000</pubDate>
		<dc:creator>ifischer</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Game Business]]></category>
		<category><![CDATA[Publishers]]></category>
		<category><![CDATA[social games]]></category>
		<category><![CDATA[Trends]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://insidevoice.com/?p=250</guid>
		<description><![CDATA[You couldn&#8217;t go ten minutes at GDC  this year without running into someone either raging against or defending the virtue of &#8220;social gaming.&#8221;  The content of the conference mirrored this, frequently seeming very much like the same arguments attendees were lobbing at one another only delivered on stage (and with somewhat less slurring).  Satoru Iwata, [...]]]></description>
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		<title>Writing Better Game Design Docs</title>
		<link>http://insidevoice.com/?p=242</link>
		<comments>http://insidevoice.com/?p=242#comments</comments>
		<pubDate>Tue, 22 Mar 2011 04:14:26 +0000</pubDate>
		<dc:creator>ifischer</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Design Documents]]></category>
		<category><![CDATA[Efficient Design]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://insidevoice.com/?p=242</guid>
		<description><![CDATA[Text has an important role in game development.  From pitches to system designs to team emails, effective writing is a valuable tool.  Which is why it&#8217;s always surprising to see how awful most documents are or how rare it is to encounter anyone interested in changing this. I&#8217;m certain myriad people have been tasked to [...]]]></description>
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		<title>&#8220;The Average Gamer&#8221; == /rolleyes</title>
		<link>http://insidevoice.com/?p=230</link>
		<comments>http://insidevoice.com/?p=230#comments</comments>
		<pubDate>Tue, 04 Jan 2011 14:03:20 +0000</pubDate>
		<dc:creator>ifischer</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Average Gamer]]></category>
		<category><![CDATA[David Simon]]></category>
		<category><![CDATA[Game Business]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[The Wire]]></category>

		<guid isPermaLink="false">http://insidevoice.com/?p=230</guid>
		<description><![CDATA[Over the last few months, I’ve been presented with some interesting facts about &#8220;the average gamer&#8221;:  Facebook has become the platform of choice for the average gamer. The iPhone has taken over as the most popular platform for the average gamer. The console continues to be the primary gaming platform for the average gamer. Due [...]]]></description>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Don&#8217;t Bank on Kinect</title>
		<link>http://insidevoice.com/?p=218</link>
		<comments>http://insidevoice.com/?p=218#comments</comments>
		<pubDate>Thu, 19 Aug 2010 00:00:09 +0000</pubDate>
		<dc:creator>ifischer</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Console]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Natal]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Trends]]></category>
		<category><![CDATA[Wii]]></category>

		<guid isPermaLink="false">http://insidevoice.com/?p=218</guid>
		<description><![CDATA[Shockingly, baby launch consumed more time than I anticipated, so myriad things are complaining about neglect.  One is a set of notes I&#8217;ve been carrying around since last year but was waiting for mid-June (hey, only two months ago) to finish.   June was on my mind because of E3 which, in turn, was on my [...]]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Ensemble Figures Out How to Go from Empires to Kings</title>
		<link>http://insidevoice.com/?p=209</link>
		<comments>http://insidevoice.com/?p=209#comments</comments>
		<pubDate>Sun, 06 Jun 2010 23:03:02 +0000</pubDate>
		<dc:creator>ifischer</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Age of Empires]]></category>
		<category><![CDATA[Bob Wallace]]></category>
		<category><![CDATA[Brian Sullivan]]></category>
		<category><![CDATA[Bruce Shelley]]></category>
		<category><![CDATA[Crunch]]></category>
		<category><![CDATA[Ensemble Studios]]></category>
		<category><![CDATA[Game Business]]></category>
		<category><![CDATA[Gamesauce]]></category>
		<category><![CDATA[John Evanson]]></category>
		<category><![CDATA[Playtesting]]></category>
		<category><![CDATA[Rick Goodman]]></category>
		<category><![CDATA[Tony Goodman]]></category>

		<guid isPermaLink="false">http://insidevoice.com/?p=209</guid>
		<description><![CDATA[It was early May, 1998. nearly all of Ensemble Studio’s employees were in San Jose, aboard the Queen Mary. We had just been awarded a pair of Spotlight Awards from the Computer Game Developers’ Conference, including “Best of Show.” The statuettes looked like miniature Klieg lights, and someone had plugged them in on one of [...]]]></description>
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		<item>
		<title>QFT</title>
		<link>http://insidevoice.com/?p=207</link>
		<comments>http://insidevoice.com/?p=207#comments</comments>
		<pubDate>Sun, 09 May 2010 23:45:04 +0000</pubDate>
		<dc:creator>ifischer</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Trends]]></category>

		<guid isPermaLink="false">http://insidevoice.com/?p=207</guid>
		<description><![CDATA[Here. And he&#8217;s from Pittsburgh, too.]]></description>
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		<item>
		<title>An Open Letter to Paul Bettner</title>
		<link>http://insidevoice.com/?p=203</link>
		<comments>http://insidevoice.com/?p=203#comments</comments>
		<pubDate>Tue, 16 Mar 2010 21:08:05 +0000</pubDate>
		<dc:creator>ifischer</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Age of Empires]]></category>
		<category><![CDATA[Ensemble Studios]]></category>
		<category><![CDATA[Game Business]]></category>
		<category><![CDATA[Microsoft]]></category>

		<guid isPermaLink="false">http://insidevoice.com/?p=203</guid>
		<description><![CDATA[Paul, You and I worked together at Ensemble Studios for more than a decade.   I respect your right to your own opinion and your right to state it.  However,  I take issue with the manner you have decided to speak about your displeasure with “crunch culture” at the 2010 GDC.  In several email exchanges, you [...]]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Efficient Design in Neptune&#8217;s Pride</title>
		<link>http://insidevoice.com/?p=195</link>
		<comments>http://insidevoice.com/?p=195#comments</comments>
		<pubDate>Sun, 14 Feb 2010 22:50:37 +0000</pubDate>
		<dc:creator>ifischer</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Efficient Design]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Iron Helmet Games]]></category>
		<category><![CDATA[Neptune's Pride]]></category>
		<category><![CDATA[PC games]]></category>
		<category><![CDATA[Web Games]]></category>

		<guid isPermaLink="false">http://insidevoice.com/?p=195</guid>
		<description><![CDATA[For fun I tend toward deeper games but I&#8217;ve been looking at a lot of web offerings lately, mostly out of professional curiosity.  From a design perspective, Neptune&#8217;s Pride by Iron Helmet Games is a standout.  For anyone interested in the fundamentals of game design, there&#8217;s a lot that can be learned from taking a [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Catch 22 of Playtesting Games</title>
		<link>http://insidevoice.com/?p=189</link>
		<comments>http://insidevoice.com/?p=189#comments</comments>
		<pubDate>Wed, 27 Jan 2010 07:07:48 +0000</pubDate>
		<dc:creator>ifischer</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Bruce Shelley]]></category>
		<category><![CDATA[Ensemble Studios]]></category>
		<category><![CDATA[Game Business]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Playtesting]]></category>
		<category><![CDATA[Robot]]></category>
		<category><![CDATA[Technique]]></category>

		<guid isPermaLink="false">http://insidevoice.com/?p=189</guid>
		<description><![CDATA[While the importance of playtest might seem obvious, the practice took time to catch on and gain acceptance.  In the late &#8217;90s, it was still pretty routine to run into developers who didn&#8217;t playtest the games they were working on. Luckily, I earned my bones at Ensemble, where there was never anything else.  As the [...]]]></description>
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