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	<title>Eric Seiler - Journal &#38; Design Portfolio</title>
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	<link>http://ericseiler.com/2009</link>
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		<title>Review: The Art of Game Design</title>
		<link>http://ericseiler.com/2009/?p=314</link>
		<comments>http://ericseiler.com/2009/?p=314#comments</comments>
		<pubDate>Tue, 27 Apr 2010 13:33:50 +0000</pubDate>
		<dc:creator>Eric Seiler</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[Jesse Schell]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://ericseiler.com/2009/?p=314</guid>
		<description><![CDATA[&#8220;The Art of Game Design, A Book of Lenses,&#8221; by Jesse Schell is a solid primer on how game designers should think (or at least some questions game designers should ask themselves during the creative process) and conduct themselves.  Game design is all about decision-making, but how does a designer come to the proper conclusion? [...]]]></description>
			<content:encoded><![CDATA[<p>&#8220;The Art of Game Design, A Book of Lenses,&#8221; by Jesse Schell is a solid primer on how game designers should think (or at least some questions game designers should ask themselves during the creative process) and conduct themselves.  Game design is all about decision-making, but how does a designer come to the proper conclusion?  While there is no fixed way of making a correct decision on everything, the author does an excellent job of isolating considerations relevant to specific topics into <em>lenses, <span style="font-style: normal;">or high-level questions a designer should ask oneself</span></em>. Will this book aide a seasoned designer? Maybe, but if you are like me then you&#8217;ll just be absent-mindedly nodding your head at the points Jesse Schell makes.  Will this book aide a junior designer or someone looking to become a designer? Yes, but I have one caveat &#8212; the full meaning of these lessons can only be learned through experience.  Anyone can be told, or taught, how a designer should think or behave, but many of these lessons won&#8217;t stick until after practical application (adrenaline, stress, and stomach ulcers certainly do a lot to cement certain lessons).</p>
<p><span id="more-314"></span></p>
<h3>Being a good listener</h3>
<p>I mentioned this in a previous post but it bears mentioning again. <em>Listening is the most important skill a designer can have</em>.  I can&#8217;t tell you how many bad designs have been put forward because someone disappeared into a dark corner of the office for a time only to emerge with the most unrealistic, impractical, or unneeded of designs.  Worse yet, due to the lack of feedback and advice some designs didn&#8217;t even seem intended for the game we were all making. At the heart of this issue was that the designer, artist or coder (whomever really) just didn&#8217;t want to listen. Listen to peers, testers, management, or really anyone until they were &#8216;done done&#8217; with their concept, or all issues were solved (i.e., &#8220;no iteration needed&#8221;).  It doesn&#8217;t matter if you&#8217;ve done the same design a hundred times before, if you are a good listener and are receptive to feedback then not only will the design become stronger the next time, but in all likelihood the people needed to realize the design will become more engaged in the process. Game designers can&#8217;t implement many of their crazy ideas directly into the game, but a gang of Koolaide-sipping lunatics with art and coding skills can!</p>
<h3>About the experience</h3>
<p>What is a game?  Is it a set of rules governing interactions?  Is it interactive entertainment about problem solving?  Does it have to be fun, playful, challenging, thought-provoking, immersive? Jesse makes a convincing argument that game design is broadly about everything that influences the experience the player is having.  Or, stripping away all preconceived notions of what a game is and should be, is the player having the intended <em>experience</em> in this game as described by their emotional or psychological condition?  I have a somewhat mixed view on this.  While I certainly understand the need to have someone provide a more comprehensive vision for the game, and a designer is a good fit for this role, there are certain designers that I have worked with in the past that have taken this view and interpreted it into very closed-minded practices.  Prima dona designers do still exist and usually they are hard to work with because their ego causes them to not  listen to, or really even care about, what another developer thinks.  Sadly, a lot of these individuals are quite intelligent which makes them a tragic fit for any type of leadership position. Smart people in leadership positions who lack the ability to listen sink the Titanic every day. Everyone else gets to sink with the ship.</p>
<h3>Iterative Loop</h3>
<p><em>The Rule of the Loop: The more times you test and improve your design, the better your game will be.</em></p>
<p>Seems pretty simple, right?  WRONG!  A game project is often besieged from day one with issues that will sabotage the iterative cycle.  This has led to production methodologies such as Waterfall that on paper look good, but in reality become a mess and a huge waste of resources. In many cases game designs aren&#8217;t fully realized until very late in development and until the game design is <em>known </em>(i.e., &#8220;It is fun, looks good, and functions well with all major features represented&#8221;) any form of detailed long-term planning is futile because no one really knows what needs to be made. Fortunately it seems that most development houses have realized this and have adopted agile methodologies which emphasize more realistic short-term planning as opposed to relying on monstrous Gantt charts describing specific time allocations needed months (or even years) in advance for systems or levels that haven&#8217;t even been designed yet.</p>
<p>Iteration, at all levels, is important and the more any designer can iterate in a meaningful way (the design is actually being improved) then the better off a game will be.  If you are on a team that can&#8217;t meaningfully iterate because of time, budget, technical or other constraints then what do you do?  My advice is:</p>
<ul>
<li>If the game looks good already &#8212; great, ship it! Happy times!</li>
<li>If the game sucks and you can&#8217;t make it un-suck because you can&#8217;t iterate &#8212; consider leaving if it looks like the problem will persist.</li>
</ul>
<p>Now, let it be known that I have never left a game project of my own accord.  That was a mistake.  If you can&#8217;t do your job as a designer, and iteration IS required to be a good designer, then you should consider heading off to greener pastures.  I know this may sound drastic and leaving a team is something that shouldn&#8217;t be considered lightly, and hopefully you never have to, but don&#8217;t stake your career on a project that is stuck because of mismanagement (typically the root cause).  Don&#8217;t let the captain of your Titanic say everything will be okay once you sail past<em> this one last iceberg</em>.</p>
<h3>The Moral Issues</h3>
<p>At the end of the book the author explores some of the moral or ethical implications of game design.  Ironically, one section is labelled, &#8220;Your Hidden Agenda,&#8221; (not so hidden, when spelled out in black and white) which describes how a designer could or <em>should </em>carry out a secret agenda to make games that are not only good, but good for you!  This one is a tough call for me, and I&#8217;m not sure I can fully endorse this idea.  I&#8217;ve seen what happens when that same secret agenda becomes an overt series of actions that are incongruous with the game design.  It isn&#8217;t pretty, puts that person up on a pedestal, and in some cases these moral platitudes contradict what the audience really wants.  Sure, if there is a chance to insert some nuggety goodness into the fiber of the game that benefits the audience on a deeper level while not distracting them from having fun, I think I&#8217;m okay with that but unless the theme of the game is akin to <em>bring peace to the middle east</em>, or the intended audience are children, I&#8217;d just rather leave any moral considerations by the curb. Don&#8217;t get me wrong, I like Spielberg and Miyazaki movies as much as the next guy, but that doesn&#8217;t mean I want every movie to have some underlying moral, philosophical, or spiritual message. Too much sugar makes my belly ache.</p>
<h3>What Else?</h3>
<p>There are many more useful bits to this book that I am not going to cover here.  It should be pretty obvious by now that I liked the book although it probably would have been more helpful to me when I was just getting into design.  While I have never met Jesse Schell, I can see we have had many similar experiences shaping our opinions about game design, and it is somewhat comforting to know that there are other designers out their espousing similar views, if more eloquently. The last lens is actually my favorite, so I&#8217;ll end on it:</p>
<blockquote><p><strong><em>Lens #100: The Lens of Your Secret Purpose</em></strong></p>
<p>To make sure you are working toward your one true purpose, ask yourself the only question that matters?</p>
<li><strong>Why am I doing this?</strong></li>
</blockquote>
<h3>Links</h3>
<ul>
<li>The Art of Game Design Website &#8211; <a href="http://artofgamedesign.com/">http://artofgamedesign.com/</a></li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://ericseiler.com/2009/?feed=rss2&amp;p=314</wfw:commentRss>
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		</item>
		<item>
		<title>The Most Important Skill</title>
		<link>http://ericseiler.com/2009/?p=293</link>
		<comments>http://ericseiler.com/2009/?p=293#comments</comments>
		<pubDate>Tue, 20 Apr 2010 14:35:12 +0000</pubDate>
		<dc:creator>Eric Seiler</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[Jesse Schell]]></category>
		<category><![CDATA[Quotes]]></category>

		<guid isPermaLink="false">http://ericseiler.com/2009/?p=293</guid>
		<description><![CDATA[&#8220;One of the skills mentioned in the previous section, one is far and away the most important, and it sounds so strange to most people that I didn&#8217;t even list it. Many people guess &#8220;creativity,&#8221; and I would argue that this is probably the second most important skill. Some guess &#8220;critical thinking&#8221; or &#8220;logic,&#8221; since [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>&#8220;One of the skills mentioned in the previous section, one is far and away the most important, and it sounds so strange to most people that I didn&#8217;t even list it. Many people guess &#8220;creativity,&#8221; and I would argue that this is probably the second most important skill. Some guess &#8220;critical thinking&#8221; or &#8220;logic,&#8221; since game design is about decision making. These are indeed important, but by no means the most important skills.</p>
<p>Some say &#8220;communication,&#8221; which starts to get close. The world communication has unfortunately become corrupted over the centuries. It once referred to an exchange of ideas, but now has become a synonym for talking, as in &#8220;I have something to communicated to you.&#8221; Talking is certainly an important skill, but good communication and good game design are rooted in something far more basic and far more important.</p>
<p>Listening.</p>
<p>The most important skill for a game designer is listening.&#8221;</p></blockquote>
<p style="text-align: right;">- The Art of Game Design (A Book of Lenses), by Jesse Schell</p>
<p style="text-align: left;">
<p style="text-align: left;">A very true statement indeed!  There are a lot of people out there that should read this book (or at least the above excerpt).  While I can&#8217;t give <em>The Art of Game Design</em> an unequivocal thumbs up or down yet, as I just started reading the book myself, being a good listener is so enormously important that Jesse Schell gets bonus points for spelling it out in plain English.</p>
<p style="text-align: left;">
<p style="text-align: left;">Official Website - <a href="http://artofgamedesign.com/">http://artofgamedesign.com/</a></p>
]]></content:encoded>
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		<title>Dime-A-Dozen #1 &#8211; Silly Ships</title>
		<link>http://ericseiler.com/2009/?p=269</link>
		<comments>http://ericseiler.com/2009/?p=269#comments</comments>
		<pubDate>Fri, 26 Mar 2010 20:45:07 +0000</pubDate>
		<dc:creator>Eric Seiler</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Dime-A-Dozen]]></category>
		<category><![CDATA[Game Ideas]]></category>

		<guid isPermaLink="false">http://ericseiler.com/2009/?p=269</guid>
		<description><![CDATA[This new series pitches game ideas (to no one in particular) that I, as a player, would be love to see made. These ideas aren&#8217;t necessarily marketable nor are they explicitly intended to be for anyone but myself, or at least someone of like mind. Why would I waste my time throwing out games ideas [...]]]></description>
			<content:encoded><![CDATA[<p>This new series pitches game ideas (to no one in particular) that I, as a player, would be love to see made. These ideas aren&#8217;t necessarily marketable nor are they explicitly intended to be for anyone but myself, or at least someone of like mind. Why would I waste my time throwing out games ideas to the internet like this? Good question, and the answer is that if the ideas described here help to inspire a game design in any way, fantastic. No credit or thanks are required &#8212; making a game that interests me is thanks enough.</p>
<p>Plus, almost all game ideas that I have ever seen written down are a<em> dime a dozen</em>. Even a great idea (and again, not all of these will be) is only a starting point. It takes talent, dedication, passion, and typically a whole lotta money to make a great game.</p>
<h1>#1. Silly Ships</h1>
<h4>Game Genre: Arcade Ship Battler / Ship Builder</h4>
<h4>Game Platform: Xbox Live Arcade (XBLA)</h4>
<h4>Players: 1-4 online or offline</h4>
<div id="synopsis">Silly Ships is an idea for a modestly sized arcade-style ship battler that is creatively bonkers (see &#8220;One Piece&#8221;). Using systems derived from the best of, &#8220;Sid Meier&#8217;s Pirates!&#8221;, &#8220;Spore&#8221;, and, &#8220;Bomberman&#8221;, this is intended to be the ultimate in cartoony, high-seas, ship-to-ship pirate combat.</div>
<p><span id="more-269"></span></p>
<h2>Inspiration</h2>
<p>There aren&#8217;t many activities more satisfying than building up a big sandcastle, and then smashing it to bits. It is this creative and then destructive act that seems to fill two different needs in young boy&#8217;s life (or in men who never grew up, like me). The essensce has been instilled in such shows as &#8220;Battle Bots,&#8221; and &#8220;Robot Wars,&#8221; and to a lesser degree, &#8220;Mythbusters.&#8221; The problem with those shows is that, as far as I&#8217;ve seen anyway, to compete in such games or activities participants really need a degree in mechanical engineering or electronics.</p>
<p>Now, I like robots but I don&#8217;t love robots. I do like gun power and things that go BOOM over things that go pew-pew. I also like pirates. No, no, no&#8230;not historically accurate pirates whom usually died from scurvey, alcoholism, or veneral diseases but pirates that can be described as romatically whimsical or silly. Captain Jack Sparrow of Disney&#8217;s, &#8220;Pirates of the Carribean,&#8221; is one such example, but I would like to see it pushed much, much further. That is where &#8220;One Piece,&#8221; an extraordinary japanese manga and anime comes in. If nothing else, &#8220;One Piece,&#8221; sets the tone and creative constraints for the content in the game. Anything from a cramped canoe with two pirates carrying a single cannon to a WWI style super-dreadnaught with a hundred cannon and rotating turrets goes. So, this is a super-silly game where you build up ships, and then blow them up.</p>
<p>The last element which inspires this game idea is the enjoyment inherent to four-player, &#8220;Bomberman,&#8221; matches. The mixture of randomness in the board design coupled with many simple gameplay devices equates to the classic <em>easy to learn but difficult to master</em> gameplay that most great games strive for.  Added in with the human social element, &#8220;Bomberman,&#8221; sticks out as one of the best party games ever made.</p>
<h4>Inspired by: Battle-Bots, One Piece, Sid Meier&#8217;s Pirates!, Spore, Bomberman</h4>
<h2>Game Modes</h2>
<h3>Ship Building</h3>
<p>At the beginning of the ship building mode, the player will start with nothing but the basics &#8211; the hull of a ship which will serve two purposes. The first is to act as a platform for attachments and the second is to determine some of the ship&#8217;s crucial gameplay characteristics.  For example, a shallow, narrow hull will facilitate speed and maneuverability while a deep and wide hull is ideal for carrying a lot of crew and attachments. By attaching various items to the hull, such as sails for speed and cannons for offense, the ship gains additional capabilities or aesthetic charm. There exists a delicate balancing act when adding items to the ship. For example, the player may choose to place more guns but place too many and the ship will become too heavy riding so low in the water that maneuvering and speed is be comprimised. Another option is determine the ideal number, type, and placement of the masts to determine speed but again, if too many are placed in relation to the size of the hull then the ship runs a greater risk of being uncontrollable. The idea isn&#8217;t really to create the perfect ship for everyone but to give the player interesting choices, many of which come down to personal gameplay and visual preferences. Some players will build ships that are monstrous, bulky, behemoths with enough cannon to sink an island but are so slow to turn that staying on target will be difficult while others may choose to design something thin and elegant with reduced firepower to emphasize speed and agility. Due to the experimental nature of the ship builder some players may emerge with something that bucks all preconceived notions.</p>
<h4 style="text-align: left;">Ship Characteristics</h4>
<ul>
<li><strong>Hull Points (HP)</strong> &#8211; The amount of damage a ship can take before sinking or exploding
<ul>
<li>Armor plates increase HP but add weight</li>
<li>Size of the hull influences HP</li>
<li>Larger hulls are easier to hit</li>
</ul>
</li>
<li><strong>Weight</strong> &#8211; The heavier a ship the slower it goes and by extension that harder it is to turn.
<ul>
<li>Attachments add weight</li>
<li>Only a larger hull can handle more weight thus more attachments</li>
</ul>
</li>
<li><strong>Crew</strong> &#8211; Required to man and repair attachments and without a crew the ship is inoperable
<ul>
<li>Bunks &#8211; Additional bunks inside the hull increase maximum crew capacity</li>
<li>Crew die when the ship is successfully attacked</li>
</ul>
</li>
<li><strong>Speed</strong> &#8211; The top speed of the ship
<ul>
<li>Sails, Oars &#8211; Add speed depending on wind direction or lack thereof</li>
<li>Some sails are better for different wind directions</li>
</ul>
</li>
<li><strong>Cannon</strong> &#8211; The offensive capability of the ship. The more cannons that are attached the more powerful each volley will become.
<ul>
<li>Cannon add a lot of weight</li>
<li>Cannon can only be fired on the side of the hull they were attached on</li>
<li>Cannon come in different types with different shot. For example, some shot is good for damaging the hull while others are designed to attack sails</li>
<li>Cannon types can be mixed</li>
</ul>
</li>
<li><strong>Turning</strong> &#8211; The radius of the ship&#8217;s turn. Smaller ships by default turn tighter
<ul>
<li>Rudder &#8211; Rudder type (not number) decreases turn radius. Multiple rudders add redundancy in case one is destroyed</li>
</ul>
</li>
<li><strong>Special</strong> &#8211; Powerful attachments that require a lot of crew and can only be used rarely but may catch an enemy by surprise
<ul>
<li>Attack row-boats &#8211; Some crew jump into row boats and try to board the closest enemy ship to kill opposing crew</li>
<li>Rotating Turret &#8211; Powerful cannon that rotates to face the closest enemy</li>
<li>Ram &#8211; Weapon of last resort and can cause severe damage to opposing ship</li>
<li>Harpoon Cannon &#8211; Reels in the lighter ship</li>
<li>Shrine &#8211; A shrine to the sea-gods.  This has a random beneficial effect when used such as reviving dead crew or giving the ship a speed boost</li>
</ul>
</li>
</ul>

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<h3>Ship Battling</h3>
<p>This is a fast and furious proving ground for your ship design or at least in part resulting from what your ship carried in <em>Shipwreck</em> mode. In its most simple form it resembles the ship battles from, &#8220;Sid Meier&#8217;s <em>Pirates!</em>&#8221; where it is one-on-one where the goal is to sink the enemy ship (not board it, which is the case with Pirates). What sets the ship battling apart, aside from the ships being designed by the players, is that each element that is added to the ship can be damaged or destroyed thus removing it from the field of play for that match (not permanently). This is intended to be a very visceral experience where masts crash down to the deck, the crew flies off the ship to drown in the ocean, giant holes are torn into the side of the hull, and eventually if enough damage is taken the magazine catches on fire and the ship detonates spraying debris everywhere &#8212; Kablooey!</p>
<h4>Ship Battling Modes</h4>
<ul>
<li><strong>Classic </strong>- 1 on 1, 2 on 2, 1 on 3, or free-for-all in open waters vs. human or computer opponents</li>
<li><strong>Dangerous waters</strong> &#8211; The same as classic mode, with additional hazards such as shoals, stray ships, and whirl pools</li>
<li><strong>Pirate Alliance (PvE)</strong> &#8211; 2-4 pirate captains team up to take on pirate hunters, ghost ships, or the power Kraken.  Each round gets more difficult.</li>
<li><strong>Shipwreck</strong> &#8211; All of the pirate ships have just broken apart upon the reefs! Now each captain must scramble to find a new hull, rescue crew and attachments while fending off the other captains. Inspired by, &#8220;Bomberman.&#8221;</li>
<li><strong>Booty Race</strong> &#8211; All ships race against each-other and must avoid various obstacles to get to treasure island. First pirate to get ashore wins.</li>
<li><strong>Ranked</strong> (online only) &#8211; Classic, Dangerous Waters, Booty Race, or Shipwreck mode where opponents of similar rank are matched</li>
</ul>
<h4>Additional Options</h4>
<ul>
<li><strong>Honor Battle</strong> &#8211; All ships start out with the same hull and attachments</li>
<li><strong>Handicapped</strong> &#8211; In this mode hull points are adjusted based on player preference</li>
<li><strong>Timed</strong> &#8211; The battle must end within a certain amount of time or the sun will set and the battle will conclude</li>
<li><strong>Revenge</strong> &#8211; A destroyed ship comes back as a ghost ship, pirate hunter, or sea monster to harass other players</li>
<li><strong>Treasure!</strong> &#8211; Attachments occasionally float by which can be equipped</li>
<li><strong>Drop Mode</strong> &#8211; A destroyed ship ejects all attachments before sinking for other players to salvage and use</li>
<li><strong>Prize</strong> &#8211; Each losing captain must voluntarily permanently give up one attachment picked by the server to the winner</li>
<li><strong>Iron men</strong> &#8211; The crew is invincible, but if the ship sinks so do they.</li>
</ul>

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<h3>Meta-game</h3>
<p>The player builds a ship, takes it into battle, and then upgrades the ship with the plunder that is won.  As the ship improves, so does the player&#8217;s online ranking, and the difficulty of matches increase.  Eventually the ship will be maxed out with the best attachments in the player&#8217;s chosen configuration and it will be the player&#8217;s skill level that determines how high he or she can rise.</p>
<p>Vanity attachments can also be found or bought which add to the ship&#8217;s distinctiveness. These attachments include decorative prows, colorful sails, and varying pirate flags.</p>
<h2>Last Thoughts</h2>
<h3>Who else may want to this game?</h3>
<p>People who like pirates and players who have enjoyed the titles, &#8220;Bomberman,&#8221; or, &#8220;Pirates!&#8221;  This would need to be scoped appropriately for the XBLA audience as to put it at the right price point.  One key will be to offer players something they haven&#8217;t seen in either and I believe that to be a zany and creative take on the pirates theme coupled with the stickiness of ship design. Multi-player has already been done, and done well by both, so that in itself won&#8217;t set this title apart. While, &#8220;One Piece,&#8221; would certainly be an attractive IP for this game in Japan, it has yet to take off in North America.</p>
<h3>What would be needed?</h3>
<p>Provided that the scope of the ship builder remains manageable, I envision (and this is a very rough guess) that this game could be completed in between 8 to 12 months with a modest team size (roughly a dozen people or less). Most of the design time would likely be spent creating, tweaking, and balancing the various attachments in the game and equipping them to hulls to insure that one build can&#8217;t easily <em>rule them all</em>.</p>
<h3>How could this game be easily extended?</h3>
<p>Beyond the core idea as listed in this document, a compelling single-player campaign with many of the open world ocean exploration features could be added. Given that the play balancing and upgrade paths are already available, this should be a relatively easy inclusion into the game&#8217;s overall design. A prime example of this is how, &#8220;Star Control,&#8221; a classic PC game was later expanded upon in, &#8220;Star Control II.&#8221;</p>
<h3>Will this game (or one very much like it) be made?</h3>
<p>No, not likely but possible.  While companies are starting to explore moderate price-point games through <em>XBLA</em> and <em>PSN</em> it is uncertain thus far how successful new IPs will be. While there are some exceptions to this rule such as, &#8220;Fat Princess,&#8221; which was critically acclaimed when it was released in 2009, the sales data for that title is not released through NPD or other retail sources since it was online distribution only. Also, while the, &#8220;Spore,&#8221; creator was amazing, the game itself was mediocre thus there really isn&#8217;t any fervor to copy the experience, even the successful parts. While nothing in the realm of the full, &#8220;Spore,&#8221; creature creator would be needed for this game, simply mentioning it as a selling point won&#8217;t be all that attractive to potential investors or publishers. All-in-all there is really nothing here that takes advantage of a hot trend or has an innovative hook that could open a new market that would generate the needed buzz to get funding. It would likely have to be self-funded by an independent house and most of them are in no position to spend a year on a title like this.</p>
<p><strong>I&#8217;d play it though, if it were made!</strong></p>
<p><em>Questions, comments, and further ideas are welcome but please be aware that any ideas posted in response to Dime-A-Dozen are considered <strong>public domain</strong>.</em></p>
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		<title>A New Day For Ericseiler.com</title>
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		<pubDate>Thu, 25 Mar 2010 15:57:08 +0000</pubDate>
		<dc:creator>Eric Seiler</dc:creator>
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		<description><![CDATA[Today is the first live date of my new website design.  The old design, while still cool, was falling apart on the backend and needed serious love. So, in the end it was easier to just revamp the site entirely and replace the backend software with a much more up-to-date version.  I am still working [...]]]></description>
			<content:encoded><![CDATA[<p>Today is the first live date of my new website design.  The old design, while still cool, was falling apart on the backend and needed serious love. So, in the end it was easier to just revamp the site entirely and replace the backend software with a much more up-to-date version.  I am still working out the kinks with this new design, so please be patient!</p>
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