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	<title>Comments on: Chris Hecker on Jams and Compos</title>
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	<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/</link>
	<description>A tri-annual 48 hour solo game development competition.</description>
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		<title>By: Fiona</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11919</link>
		<dc:creator>Fiona</dc:creator>
		<pubDate>Wed, 07 Apr 2010 00:19:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11919</guid>
		<description>Dear Chris Hecker,

Please enter Ludum Dare this month. I want to see how someone who has worked on such a high-profile title as Spore does making a game on their own.

Love,
Fiona</description>
		<content:encoded><![CDATA[<p>Dear Chris Hecker,</p>
<p>Please enter Ludum Dare this month. I want to see how someone who has worked on such a high-profile title as Spore does making a game on their own.</p>
<p>Love,<br />
Fiona</p>
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		<title>By: ExciteMike</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11863</link>
		<dc:creator>ExciteMike</dc:creator>
		<pubDate>Fri, 19 Mar 2010 03:00:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11863</guid>
		<description>I&#039;d like to discuss this more and I have another big response typed up, but but I&#039;m not sure if a comments thread is the right place.   I have forum that I&#039;ve set up as a place to which I can move this kind of thing.  I&#039;ll take it there:  http://excitemike.com/forhmm/index.php?topic=10.0</description>
		<content:encoded><![CDATA[<p>I&#8217;d like to discuss this more and I have another big response typed up, but but I&#8217;m not sure if a comments thread is the right place.   I have forum that I&#8217;ve set up as a place to which I can move this kind of thing.  I&#8217;ll take it there:  <a href="http://excitemike.com/forhmm/index.php?topic=10.0" rel="nofollow">http://excitemike.com/forhmm/index.php?topic=10.0</a></p>
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		<title>By: Kimau</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11860</link>
		<dc:creator>Kimau</dc:creator>
		<pubDate>Thu, 18 Mar 2010 12:13:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11860</guid>
		<description>Speaking as someone who works in a studio which NEVER &quot;finishes&quot; our games. Preferring to make targets and keep the budget small. I wanted to shout and scream this from the roof-tops.

I love doing these comps but what I truly get pleasure out of is polishing and polishing some small mechanic or bit of visual feedback.

It is something I wish I could do professionally more and more.

Loved the message, love the talk.</description>
		<content:encoded><![CDATA[<p>Speaking as someone who works in a studio which NEVER &#8220;finishes&#8221; our games. Preferring to make targets and keep the budget small. I wanted to shout and scream this from the roof-tops.</p>
<p>I love doing these comps but what I truly get pleasure out of is polishing and polishing some small mechanic or bit of visual feedback.</p>
<p>It is something I wish I could do professionally more and more.</p>
<p>Loved the message, love the talk.</p>
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		<title>By: Codexus</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11851</link>
		<dc:creator>Codexus</dc:creator>
		<pubDate>Wed, 17 Mar 2010 16:54:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11851</guid>
		<description>They totally stole your idea :/</description>
		<content:encoded><![CDATA[<p>They totally stole your idea :/</p>
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		<title>By: pansapiens</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11849</link>
		<dc:creator>pansapiens</dc:creator>
		<pubDate>Wed, 17 Mar 2010 11:09:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11849</guid>
		<description>ExciteMike: I should note that my &#039;douchbag&#039; line is really just a quote of jovocs &#039;douchbag&#039;. I probably should have used quotes &#039;&#039;. I don&#039;t know the guy and have no real basis upon which to form an opinion about him. Actually .. just what is a douchbag ? Actually, don&#039;t answer that :)</description>
		<content:encoded><![CDATA[<p>ExciteMike: I should note that my &#8216;douchbag&#8217; line is really just a quote of jovocs &#8216;douchbag&#8217;. I probably should have used quotes &#8221;. I don&#8217;t know the guy and have no real basis upon which to form an opinion about him. Actually .. just what is a douchbag ? Actually, don&#8217;t answer that <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: PoV</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11846</link>
		<dc:creator>PoV</dc:creator>
		<pubDate>Wed, 17 Mar 2010 06:36:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11846</guid>
		<description>&lt;blockquote&gt;I dunno, maybe they become mulch for somebody else.&lt;/blockquote&gt;
Yep.  Let me assure anyone that &lt;a href=&quot;http://www.ludumdare.com/compo/2007/11/26/puffbomb/&quot; rel=&quot;nofollow&quot;&gt;making a compo game&lt;/a&gt;, to eventually have someone &lt;a href=&quot;http://toucharcade.com/2009/09/17/iblast-moki-a-fun-physics-puzzler-with-a-level-editor/&quot; rel=&quot;nofollow&quot;&gt;beat you to market&lt;/a&gt; really sucks ... especially if you too &lt;a href=&quot;http://www.viddler.com/explore/PoVRAZOR/videos/11/&quot; rel=&quot;nofollow&quot;&gt;were doing something with it&lt;/a&gt;.  So me personally, I encourage urgency.  When you find that &quot;hit&quot;, don&#039;t be lazy with it.</description>
		<content:encoded><![CDATA[<blockquote><p>I dunno, maybe they become mulch for somebody else.</p></blockquote>
<p>Yep.  Let me assure anyone that <a href="http://www.ludumdare.com/compo/2007/11/26/puffbomb/" rel="nofollow">making a compo game</a>, to eventually have someone <a href="http://toucharcade.com/2009/09/17/iblast-moki-a-fun-physics-puzzler-with-a-level-editor/" rel="nofollow">beat you to market</a> really sucks &#8230; especially if you too <a href="http://www.viddler.com/explore/PoVRAZOR/videos/11/" rel="nofollow">were doing something with it</a>.  So me personally, I encourage urgency.  When you find that &#8220;hit&#8221;, don&#8217;t be lazy with it.</p>
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		<title>By: checker</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11845</link>
		<dc:creator>checker</dc:creator>
		<pubDate>Wed, 17 Mar 2010 04:19:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11845</guid>
		<description>&gt; it’s just the ratio of crazy games to finished games is way off right now.

Yes, this is really what I meant.  And, I also agree with the comment about wanting depth in GDC talks instead of rants!

Braid did start as a prototype (I know this, because Jonathan was living at my house at the time :), but it didn&#039;t end as a prototype, that&#039;s the key.  Not every mechanic is worth 3 years, but there are a lot of promising things that come out of jams and compos that just get left on the floor, while the authors go on to do another jam/compo.

I dunno, maybe they become mulch for somebody else.

Chris</description>
		<content:encoded><![CDATA[<p>&gt; it’s just the ratio of crazy games to finished games is way off right now.</p>
<p>Yes, this is really what I meant.  And, I also agree with the comment about wanting depth in GDC talks instead of rants!</p>
<p>Braid did start as a prototype (I know this, because Jonathan was living at my house at the time <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> , but it didn&#8217;t end as a prototype, that&#8217;s the key.  Not every mechanic is worth 3 years, but there are a lot of promising things that come out of jams and compos that just get left on the floor, while the authors go on to do another jam/compo.</p>
<p>I dunno, maybe they become mulch for somebody else.</p>
<p>Chris</p>
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		<title>By: PoV</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11844</link>
		<dc:creator>PoV</dc:creator>
		<pubDate>Wed, 17 Mar 2010 01:57:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11844</guid>
		<description>&lt;blockquote&gt;It was one of the last few lines that really bugged me though. “We need more depth and understanding.
We don’t need more wacky ideas or shallow games.”

That part is ludicrous.&lt;/blockquote&gt;
I agree, but I think it&#039;s one of those points that &lt;i&gt;had&lt;/i&gt; to be made that way to get people to pay attention.  It&#039;s not that that we don&#039;t need more &quot;wild and far out&quot; games, it&#039;s just the ratio of crazy games to finished games is way off right now.  The artform and industry will benefit &lt;i&gt;more&lt;/i&gt; from 1 notable finished game than it well from 500 prototypes.  Fortunately for us, it looks like the number of projects going LD-&gt;beyond is growing.  And it&#039;s true, not all projects are suitable for that next step.  But we&#039;re a great place to iterate, foster and find those gems.

Of course, nobody is obligated to support the industry and artform, but you can make money if you do.  Most people I know are fans of money. :D</description>
		<content:encoded><![CDATA[<blockquote><p>It was one of the last few lines that really bugged me though. “We need more depth and understanding.<br />
We don’t need more wacky ideas or shallow games.”</p>
<p>That part is ludicrous.</p></blockquote>
<p>I agree, but I think it&#8217;s one of those points that <i>had</i> to be made that way to get people to pay attention.  It&#8217;s not that that we don&#8217;t need more &#8220;wild and far out&#8221; games, it&#8217;s just the ratio of crazy games to finished games is way off right now.  The artform and industry will benefit <i>more</i> from 1 notable finished game than it well from 500 prototypes.  Fortunately for us, it looks like the number of projects going LD->beyond is growing.  And it&#8217;s true, not all projects are suitable for that next step.  But we&#8217;re a great place to iterate, foster and find those gems.</p>
<p>Of course, nobody is obligated to support the industry and artform, but you can make money if you do.  Most people I know are fans of money. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>By: PoV</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11843</link>
		<dc:creator>PoV</dc:creator>
		<pubDate>Wed, 17 Mar 2010 01:46:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11843</guid>
		<description>&lt;blockquote&gt;Haha. That was my lonely clapping when he talked about Ludum Dare.&lt;/blockquote&gt;
You rock!  Now &lt;b&gt;that&lt;/b&gt; deserves a trophy... :)</description>
		<content:encoded><![CDATA[<blockquote><p>Haha. That was my lonely clapping when he talked about Ludum Dare.</p></blockquote>
<p>You rock!  Now <b>that</b> deserves a trophy&#8230; <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: PoV</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11841</link>
		<dc:creator>PoV</dc:creator>
		<pubDate>Wed, 17 Mar 2010 01:38:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11841</guid>
		<description>&lt;blockquote&gt;I just want people to take those ideas to their conclusion.&lt;/blockquote&gt;
I completely agree.  It&#039;s something I wish we were doing more to promote.  All of us in the administration are busy making our games, and while we&#039;re committed to keeping Ludum Dare going, our businesses certainly take priority.  We can always pull together a regular compo, but our wishlist for the site/community gets the back seat.

Where I&#039;d like to see this community go is to become a serious place to dissect and analyze the game prototyping process.  Discuss, share and create ways of creating games faster.  DrPetter&#039;s sfxr was an incredible overnight success, making it so anyone can click a button and get a usable sound effect.  Innovations of that scope will be rare, but I do think the industry could benefit from a place dedicated to discussion of process.  Not so much the &quot;I made it in 2 hours&quot; angle, but how complete of a vertical slice can I do in 48 hours?  The faster we can iterate ideas, the quicker we can know how good it is, and if it&#039;s worth pursuing.

And hey, what better time to put theory in to practice than over a weekend? ;)</description>
		<content:encoded><![CDATA[<blockquote><p>I just want people to take those ideas to their conclusion.</p></blockquote>
<p>I completely agree.  It&#8217;s something I wish we were doing more to promote.  All of us in the administration are busy making our games, and while we&#8217;re committed to keeping Ludum Dare going, our businesses certainly take priority.  We can always pull together a regular compo, but our wishlist for the site/community gets the back seat.</p>
<p>Where I&#8217;d like to see this community go is to become a serious place to dissect and analyze the game prototyping process.  Discuss, share and create ways of creating games faster.  DrPetter&#8217;s sfxr was an incredible overnight success, making it so anyone can click a button and get a usable sound effect.  Innovations of that scope will be rare, but I do think the industry could benefit from a place dedicated to discussion of process.  Not so much the &#8220;I made it in 2 hours&#8221; angle, but how complete of a vertical slice can I do in 48 hours?  The faster we can iterate ideas, the quicker we can know how good it is, and if it&#8217;s worth pursuing.</p>
<p>And hey, what better time to put theory in to practice than over a weekend? <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: ExciteMike</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11840</link>
		<dc:creator>ExciteMike</dc:creator>
		<pubDate>Wed, 17 Mar 2010 00:43:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11840</guid>
		<description>Haha.  That was my lonely clapping when he talked about Ludum Dare.

This turned into a long response, so here&#039;s a disclaimer:  I am someone who makes a lot of very small, very crappy games.  I am biased on this.

I want to challenge the notion that games should be deep or fully explore a mechanic.  It seems like it goes without saying, but a lot of games have not really done that, but are still things that we think are worthwhile.  Braid was in at least in part Jon Blow&#039;s reaction to Prince of Persia: the Sands of Time precisely because it was a very good game that many of us loved, but did not do much with it&#039;s rewind mechanic.   Ico didn&#039;t really explore all the gameplay potential of guiding around a helpless girl, but was wonderful.  I also loved Braid and I loved VVVVVV&#039;s amazing use of what can be done with such a simple mechanic.  The point of the examples is that great games can be made either way!  A deep exploration of what one game mechanic is just ONE way to make a game that is interesting and worthwhile.

Another point worth making, I think, is that when he talks about taking a game to it&#039;s aesthetic, artistic conclusions or to explore it to the degree it deserves, it&#039;s not really clear what that means.  So like, Katamari Damacy comes along and explores an interesting control scheme and an interesting new mechanic, but how do you judge whether rolling things up was explored deeply enough?

It was one of the last few lines that really bugged me though.  &quot;We need more depth and understanding.
We don&#039;t need more wacky ideas or shallow games.&quot;  

That part is ludicrous.

I don&#039;t say that because I&#039;m angry or because I&#039;m offended.  I say it because it truly is silly to just dismiss such a broad category of games like that.  You might as well say that more books should be nonfiction and we don&#039;t need short stories, that paintings need to be more photorealistic and we need fewer sketches, that we need more prose and less poetry, that we need more stand-up comedy and less joking around with your friends, or &quot;We need more GDC talks that are deep and insightful.  We don&#039;t need more rants.&quot; (Please don&#039;t think that&#039;s what I&#039;m saying.  I like both kinds of GDC talks!)  Liking a certain sort of game is completely fine and normal.  But that doesn&#039;t mean we need less of the other kinds.  

So I disagree, but I don&#039;t get why people are calling Hecker a douchebag.  He wasn&#039;t being insulting or mean or stupid or anything...</description>
		<content:encoded><![CDATA[<p>Haha.  That was my lonely clapping when he talked about Ludum Dare.</p>
<p>This turned into a long response, so here&#8217;s a disclaimer:  I am someone who makes a lot of very small, very crappy games.  I am biased on this.</p>
<p>I want to challenge the notion that games should be deep or fully explore a mechanic.  It seems like it goes without saying, but a lot of games have not really done that, but are still things that we think are worthwhile.  Braid was in at least in part Jon Blow&#8217;s reaction to Prince of Persia: the Sands of Time precisely because it was a very good game that many of us loved, but did not do much with it&#8217;s rewind mechanic.   Ico didn&#8217;t really explore all the gameplay potential of guiding around a helpless girl, but was wonderful.  I also loved Braid and I loved VVVVVV&#8217;s amazing use of what can be done with such a simple mechanic.  The point of the examples is that great games can be made either way!  A deep exploration of what one game mechanic is just ONE way to make a game that is interesting and worthwhile.</p>
<p>Another point worth making, I think, is that when he talks about taking a game to it&#8217;s aesthetic, artistic conclusions or to explore it to the degree it deserves, it&#8217;s not really clear what that means.  So like, Katamari Damacy comes along and explores an interesting control scheme and an interesting new mechanic, but how do you judge whether rolling things up was explored deeply enough?</p>
<p>It was one of the last few lines that really bugged me though.  &#8220;We need more depth and understanding.<br />
We don&#8217;t need more wacky ideas or shallow games.&#8221;  </p>
<p>That part is ludicrous.</p>
<p>I don&#8217;t say that because I&#8217;m angry or because I&#8217;m offended.  I say it because it truly is silly to just dismiss such a broad category of games like that.  You might as well say that more books should be nonfiction and we don&#8217;t need short stories, that paintings need to be more photorealistic and we need fewer sketches, that we need more prose and less poetry, that we need more stand-up comedy and less joking around with your friends, or &#8220;We need more GDC talks that are deep and insightful.  We don&#8217;t need more rants.&#8221; (Please don&#8217;t think that&#8217;s what I&#8217;m saying.  I like both kinds of GDC talks!)  Liking a certain sort of game is completely fine and normal.  But that doesn&#8217;t mean we need less of the other kinds.  </p>
<p>So I disagree, but I don&#8217;t get why people are calling Hecker a douchebag.  He wasn&#8217;t being insulting or mean or stupid or anything&#8230;</p>
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		<title>By: pansapiens</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11838</link>
		<dc:creator>pansapiens</dc:creator>
		<pubDate>Tue, 16 Mar 2010 21:53:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11838</guid>
		<description>Thanks for posting this, raises some interesting ideas about the role of game compos.

I agree it&#039;s an important thing to &#039;finish&#039; _some_ games and explore the mechanics+dynamics they embody properly. If you hit on a brilliant new game mechanic, it&#039;s your duty (!) as a game designer / game developer / guy-who-hangs-out-on-IRC-and-makes-games / whatever to give it a fair go and explore it with some depth, ultimately bringing it to &#039;real&#039; players, even if that takes time. But lumping a game like Braid in with a bunch of Indie Game Jam projects is like comparing oranges and lemons, (and pineapples and durians and genetically modified blue tomatoes) - game compo games are more than often _experiments_ with unfamiliar or novel mechanics. Sometimes these experiments work and are worth exploring in depth, and sometimes they fail miserably and are probably better treated as a learning experience that can be applied when designing future games. Without these initial experiments, we would have no Braid.

We DO need more &quot;wacky ideas&quot;, even if they are attached to shallow games. When we find one wacky idea the proves to be worth exploring, we should do it justice and turn it into a finished game. The douchebag is both right and wrong.</description>
		<content:encoded><![CDATA[<p>Thanks for posting this, raises some interesting ideas about the role of game compos.</p>
<p>I agree it&#8217;s an important thing to &#8216;finish&#8217; _some_ games and explore the mechanics+dynamics they embody properly. If you hit on a brilliant new game mechanic, it&#8217;s your duty (!) as a game designer / game developer / guy-who-hangs-out-on-IRC-and-makes-games / whatever to give it a fair go and explore it with some depth, ultimately bringing it to &#8216;real&#8217; players, even if that takes time. But lumping a game like Braid in with a bunch of Indie Game Jam projects is like comparing oranges and lemons, (and pineapples and durians and genetically modified blue tomatoes) &#8211; game compo games are more than often _experiments_ with unfamiliar or novel mechanics. Sometimes these experiments work and are worth exploring in depth, and sometimes they fail miserably and are probably better treated as a learning experience that can be applied when designing future games. Without these initial experiments, we would have no Braid.</p>
<p>We DO need more &#8220;wacky ideas&#8221;, even if they are attached to shallow games. When we find one wacky idea the proves to be worth exploring, we should do it justice and turn it into a finished game. The douchebag is both right and wrong.</p>
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		<title>By: checker</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11836</link>
		<dc:creator>checker</dc:creator>
		<pubDate>Tue, 16 Mar 2010 20:50:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11836</guid>
		<description>Of course, thinking about it, maybe I&#039;m glad I didn&#039;t finish SpyParty at IGJ3, because then I might have dropped it and not persued it farther, and it&#039;s turning out really well as a deeper game.  :)

Chris</description>
		<content:encoded><![CDATA[<p>Of course, thinking about it, maybe I&#8217;m glad I didn&#8217;t finish SpyParty at IGJ3, because then I might have dropped it and not persued it farther, and it&#8217;s turning out really well as a deeper game.  <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Chris</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: checker</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11835</link>
		<dc:creator>checker</dc:creator>
		<pubDate>Tue, 16 Mar 2010 20:49:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11835</guid>
		<description>It&#039;s okay, I never finished an IGJ game either.  Always a midwife, never a mom, or something like that.  :)

Chris</description>
		<content:encoded><![CDATA[<p>It&#8217;s okay, I never finished an IGJ game either.  Always a midwife, never a mom, or something like that.  <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Chris</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: jovoc</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11834</link>
		<dc:creator>jovoc</dc:creator>
		<pubDate>Tue, 16 Mar 2010 19:25:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11834</guid>
		<description>hehehe  -- i think I just took it personally, what with my 15 or so unfinished LD games. :)</description>
		<content:encoded><![CDATA[<p>hehehe  &#8212; i think I just took it personally, what with my 15 or so unfinished LD games. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: checker</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11832</link>
		<dc:creator>checker</dc:creator>
		<pubDate>Tue, 16 Mar 2010 17:38:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11832</guid>
		<description>Thanks jovoc!  Anyway, thanks for the note, PoV, I wasn&#039;t sure how the rant would go over in this community.  The started and seeded point is one I meant to make, and I&#039;ll update my page...SpyParty, my current game, was actually started at IGJ4, so I do think it&#039;s a great way to get new ideas.  I just want people to take those ideas to their conclusion.

Chris</description>
		<content:encoded><![CDATA[<p>Thanks jovoc!  Anyway, thanks for the note, PoV, I wasn&#8217;t sure how the rant would go over in this community.  The started and seeded point is one I meant to make, and I&#8217;ll update my page&#8230;SpyParty, my current game, was actually started at IGJ4, so I do think it&#8217;s a great way to get new ideas.  I just want people to take those ideas to their conclusion.</p>
<p>Chris</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: jovoc</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11831</link>
		<dc:creator>jovoc</dc:creator>
		<pubDate>Tue, 16 Mar 2010 16:13:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11831</guid>
		<description>Chris Hecker is a douchebag.</description>
		<content:encoded><![CDATA[<p>Chris Hecker is a douchebag.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Codexus</title>
		<link>http://www.ludumdare.com/compo/2010/03/15/chris-hecker-on-jams-and-compos/comment-page-1/#comment-11829</link>
		<dc:creator>Codexus</dc:creator>
		<pubDate>Tue, 16 Mar 2010 10:50:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15381#comment-11829</guid>
		<description>Personally, I leave my LD48 as they are: 48 hours games. But this is mostly because they are the result of the one or two week-ends a year when I actually do some gamedev. ;)</description>
		<content:encoded><![CDATA[<p>Personally, I leave my LD48 as they are: 48 hours games. But this is mostly because they are the result of the one or two week-ends a year when I actually do some gamedev. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
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