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	<title>IndustryBroadcast &#187; lostgarden.com</title>
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	<description>Bringing the Collective Insight of the Gaming Industry to your ears</description>
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		<ttl>1440</ttl>
		<itunes:keywords>Video Game, Video Game Industry, Game developer, Game designer, video game producer, video game manager, game education, video game studio</itunes:keywords>
		<itunes:subtitle>Industrybroadcast.com - Bringing the Collective Insight of the Gaming Industry to your Ears</itunes:subtitle>
		<itunes:summary>Bringing the Collective Insight of the Gaming Industry to your ears</itunes:summary>
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		<title>Audio Article #154: How to Design online Crack</title>
		<link>http://www.industrybroadcast.com/2009/10/13/audio-article-154-how-to-design-online-crack/</link>
		<comments>http://www.industrybroadcast.com/2009/10/13/audio-article-154-how-to-design-online-crack/#comments</comments>
		<pubDate>Tue, 13 Oct 2009 10:52:18 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[danc]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[design online crack]]></category>
		<category><![CDATA[lost garden]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[online games]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=573</guid>
		<description><![CDATA[Daniel Cook indulges his evil side in today&#8217;s article as he details how game designers, breaking away from the traditional packaged goods model of making disposable games will play a more relevant role in more more of the sales process and how their designs will start reflected the actions of not just good game designers [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.lostgarden.com" target="_blank">Daniel Cook</a> indulges his evil side in today&#8217;s article as he details how game designers, breaking away from the traditional packaged goods model of making disposable games will play a more relevant role in more more of the sales process and how their designs will start reflected the actions of not just good game designers but also good businessmen/women.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://www.gamasutra.com/view/feature/3611/the_casual_games_manifesto.php" target="_blank"></a></span><a target="_blank" href="http://lostgarden.com/2005/07/how-to-design-online-crack.html" target="_blank">How to design online Crack</a><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Daniel Cook</span><span style="color: #999999;">(<a target="_blank" href="http://www.lostgarden.com" target="_self">www.lostgarden.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on Oct 13th, <strong>2009</strong></span></span></h2>
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<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Daniel Cook indulges his evil side in today's article as he details how game designers, breaking away from the traditional packaged goods model of making ...</itunes:subtitle>
		<itunes:summary>Daniel Cook indulges his evil side in today's article as he details how game designers, breaking away from the traditional packaged goods model of making disposable games will play a more relevant role in more more of the sales process and how their designs will start reflected the actions of not just good game designers but also good businessmen/women.
Title: "How to design online Crack" - Original Article
Written by: Daniel Cook(www.lostgarden.com) 
Read aloud by: Ryan Wiancko on Oct 13th, 2009</itunes:summary>
		<itunes:keywords>Business,,Game,Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>No</itunes:block>
	</item>
		<item>
		<title>Audio Article #135: Casual Games Manifesto</title>
		<link>http://www.industrybroadcast.com/2009/07/24/audio-article-135-casual-games-manifesto/</link>
		<comments>http://www.industrybroadcast.com/2009/07/24/audio-article-135-casual-games-manifesto/#comments</comments>
		<pubDate>Fri, 24 Jul 2009 09:16:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Indie Development]]></category>
		<category><![CDATA[Starting Out]]></category>
		<category><![CDATA[casual games]]></category>
		<category><![CDATA[customer loyalty]]></category>
		<category><![CDATA[danc]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[long term]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[manifesto]]></category>
		<category><![CDATA[portals]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=502</guid>
		<description><![CDATA[Lost Garden&#8217;s very own Daniel Cook is hitting IB once again with another great piece, diverging away to yet another medium to demonstrate the wide berth of this man&#8217;s wisdom and understanding.  Today we look at the dichotomy that exists between casual game developers and their reliance on portals for short-term revenue at the expense [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.lostgarden.com" target="_blank">Lost Garden&#8217;s very own Daniel Cook</a> is hitting IB once again with another great piece, diverging away to yet another medium to demonstrate the wide berth of this man&#8217;s wisdom and understanding.  Today we look at the dichotomy that exists between casual game developers and their reliance on portals for short-term revenue at the expense of long term loyalty.  More importantly he delves into what the Casual Developer can do to break this short-sighted addiction and create life-long revenue streams from a loyal customer base</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://www.gamasutra.com/view/feature/3611/the_casual_games_manifesto.php" target="_blank">Casual Games Manifesto</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Daniel Cook</span><span style="color: #999999;">(<a target="_blank" href="http://www.lostgarden.com" target="_self">www.lostgarden.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on July 24th, <strong>2009</strong></span></span></h2>
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		<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/502/0/IB135-DanielCook-CasualGamesManifesto.mp3" length="9306946" type="audio/mpeg"/>
<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Lost Garden's very own Daniel Cook is hitting IB once again with another great piece, diverging away to yet another medium to demonstrate the wide ...</itunes:subtitle>
		<itunes:summary>Lost Garden's very own Daniel Cook is hitting IB once again with another great piece, diverging away to yet another medium to demonstrate the wide berth of this man's wisdom and understanding.nbsp; Today we look at the dichotomy that exists between casual game developers and their reliance on portals for short-term revenue at the expense of long term loyalty.nbsp; More importantly he delves into what the Casual Developer can do to break this short-sighted addiction and create life-long revenue streams from a loyal customer base
Title: "Casual Games Manifesto" - Original Article
Written by: Daniel Cook(www.lostgarden.com) 
Read aloud by: Ryan Wiancko on July 24th, 2009</itunes:summary>
		<itunes:keywords>Business,,Game,Design,,Indie,Development,,Starting,Out</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>No</itunes:block>
	</item>
		<item>
		<title>Audio Article #120: A practical definition of innovation</title>
		<link>http://www.industrybroadcast.com/2009/06/04/audio-article-120-a-practical-definition-of-innovation/</link>
		<comments>http://www.industrybroadcast.com/2009/06/04/audio-article-120-a-practical-definition-of-innovation/#comments</comments>
		<pubDate>Thu, 04 Jun 2009 09:35:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[danc]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[game mechanic]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[layers]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[meta mechanic]]></category>
		<category><![CDATA[onion]]></category>
		<category><![CDATA[plot]]></category>
		<category><![CDATA[risk]]></category>
		<category><![CDATA[tokens]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=448</guid>
		<description><![CDATA[A game is built like an onion. Each layer of the game polishes an aspect of the previous structure and makes it slightly more appealing. Areas near the inner core give you the most bang for your buck. Areas near the outer edges of the game design are easier to change without unbalancing the system, but don't make as big of an impact.]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.lostgarden.com" target="_blank">Daniel Cook</a>, if you haven&#8217;t noticed, is created an overall language which designers and developers alike can use to evaluate, discuss and plan the aspects of our craft that before now seemed to subjective or abstract to quantify in any way.  He carries this trend on today as he breaks down the layers of game design and looks at the consequences of investing in each layer, more importantly what this means for the developer, the designer or the publisher</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://lostgarden.com/2005/04/practical-definition-of-innovation-in.html" target="_blank">A practical definition of innovation</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Daniel Cook</span><span style="color: #999999;">(<a target="_blank" href="http://www.lostgarden.com" target="_self">www.lostgarden.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on June 2nd, <strong>2009</strong></span></span></h2>
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<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Daniel Cook, if you haven't noticed, is created an overall language which designers and developers alike can use to evaluate, discuss and plan the aspects ...</itunes:subtitle>
		<itunes:summary>Daniel Cook, if you haven't noticed, is created an overall language which designers and developers alike can use to evaluate, discuss and plan the aspects of our craft that before now seemed to subjective or abstract to quantify in any way.nbsp; He carries this trend on today as he breaks down the layers of game design and looks at the consequences of investing in each layer, more importantly what this means for the developer, the designer or the publisher
Title: "A practical definition of innovation" - Original Article
Written by: Daniel Cook(www.lostgarden.com) 
Read aloud by: Ryan Wiancko on June 2nd, 2009</itunes:summary>
		<itunes:keywords>Game,Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>No</itunes:block>
	</item>
		<item>
		<title>Audio Articles #100:  What is your Game Design Style?</title>
		<link>http://www.industrybroadcast.com/2009/04/20/audio-articles-100-what-is-your-game-design-style/</link>
		<comments>http://www.industrybroadcast.com/2009/04/20/audio-articles-100-what-is-your-game-design-style/#comments</comments>
		<pubDate>Tue, 21 Apr 2009 04:38:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[copycat]]></category>
		<category><![CDATA[danc]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[game design style]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[player skills]]></category>
		<category><![CDATA[systems]]></category>
		<category><![CDATA[world]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=345</guid>
		<description><![CDATA[I've noticed that games have distinct styles. These are not visual styles. Nor are they styles associated with prefered process of development. Instead, they are unique styles of game design, how you mix and match mechanics, story, player agency and feedback. What do you emphasize? What aspects of the the player's experience do you highlight with your design choices?
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.lostgarden.com" target="_blank">Daniel Cook</a>&#8216;s brings us our 100th article today where he talks about the 6 basic design styles from which all games are derived from.  By taking a look and classifying design into these categories a designer is better equipped to prioritize decisions in the future and keep desired elements in the forefront instead of having the game become watered down and less effective.</p>
<p style="text-align: center;"><strong>I would like to take this post to thank all of our AMAZING contributing authors that make Industrybroadcast.com possible.. If you haven&#8217;t already, scroll down a little bit and check out the contributors section on the left hand side.  These people are the leading minds in our industry, and thankfully the most vocal, and we can all stand to learn a great deal from their wisdom and experience!</strong></p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;What is your Game Design Style</span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Daniel Cook</span><span style="color: #999999;">(<a target="_blank" href="http://www.lostgarden.com" target="_self">www.lostgarden.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on April 20th, <strong>2009</strong></span></span></h2>
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<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Daniel Cook's brings us our 100th article today where he talks about the 6 basic design styles from which all games are derived from.nbsp; By ...</itunes:subtitle>
		<itunes:summary>Daniel Cook's brings us our 100th article today where he talks about the 6 basic design styles from which all games are derived from.nbsp; By taking a look and classifying design into these categories a designer is better equipped to prioritize decisions in the future and keep desired elements in the forefront instead of having the game become watered down and less effective.
I would like to take this post to thank all of our AMAZING contributing authors that make Industrybroadcast.com possible.. If you haven't already, scroll down a little bit and check out the contributors section on the left hand side.nbsp; These people are the leading minds in our industry, and thankfully the most vocal, and we can all stand to learn a great deal from their wisdom and experience!

Title: "What is your Game Design Style" - Original Article
Written by: Daniel Cook(www.lostgarden.com) 
Read aloud by: Ryan Wiancko on April 20th, 2009</itunes:summary>
		<itunes:keywords>Game,Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>No</itunes:block>
	</item>
		<item>
		<title>Audio Article #86: Paintbox Games</title>
		<link>http://www.industrybroadcast.com/2009/03/15/audio-article-86-paintbox-games/</link>
		<comments>http://www.industrybroadcast.com/2009/03/15/audio-article-86-paintbox-games/#comments</comments>
		<pubDate>Mon, 16 Mar 2009 04:58:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[augemented creativity]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[paintbox games]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/2009/03/15/audio-article-86-paintbox-games/</guid>
		<description><![CDATA[First, they can remove the technical limitations by providing an easy to use playground tailored to the skills of an average human being. Learning how to move a stick of graphite in such a manner to render a recognizable human portrait takes years of training. Moving some sliders around to change the color of an avatar’s hair is a technical skill that can be learned in seconds.
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.lostgarden.com" target="_blank">Daniel Cook</a>&#8216;s back again with another thought provoking piece about Paintbox games.  Games he says that not only encourage a player to be creative but actually augment a players ability to be creative by giving him/her the tools and encouragement to easily and confidently be able to express their creativity.  Of course also touching on what it takes to make a paintbox game and why they are so important.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://lostgarden.com/2006/03/paintbox-games-games-that-serve-as.html" target="_blank">Paintbox Games</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h2><span style="color: #999999;">Written by: Daniel Cook</span><span style="color: #999999;">(<a target="_blank" href="http://www.lostgarden.com" target="_self">www.lostgarden.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on March 15th, <strong>2009</strong></span></span></h2>
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		<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/321/0/IB86-DanielCook-PaintBoxGames.mp3" length="3880222" type="audio/mpeg"/>
<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Daniel Cook's back again with another thought provoking piece about Paintbox games.nbsp; Games he says that not only encourage a player to be creative but ...</itunes:subtitle>
		<itunes:summary>Daniel Cook's back again with another thought provoking piece about Paintbox games.nbsp; Games he says that not only encourage a player to be creative but actually augment a players ability to be creative by giving him/her the tools and encouragement to easily and confidently be able to express their creativity.nbsp; Of course also touching on what it takes to make a paintbox game and why they are so important.
Title: "Paintbox Games" - Original Article
Written by: Daniel Cook(www.lostgarden.com) 
Read aloud by: Ryan Wiancko on March 15th, 2009</itunes:summary>
		<itunes:keywords>Game,Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>No</itunes:block>
	</item>
		<item>
		<title>Audio Article #65(B): Constructing Artificial Emotions</title>
		<link>http://www.industrybroadcast.com/2009/01/26/audio-article-65b-constructing-artificial-emotions/</link>
		<comments>http://www.industrybroadcast.com/2009/01/26/audio-article-65b-constructing-artificial-emotions/#comments</comments>
		<pubDate>Tue, 27 Jan 2009 08:42:19 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[bacchus]]></category>
		<category><![CDATA[biofeedback]]></category>
		<category><![CDATA[constructing artificial emotions]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[organisational psychology]]></category>
		<category><![CDATA[thought experiment]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=254</guid>
		<description><![CDATA[Here is a thought. When trying to create emotion in your players, tone down with the fixation on Hollywood, camera techniques and in-game narrative. It isn’t our unique strength as a medium. Instead, explore what would happen if we, as designers, actively attempted to create and manipulate the social, psychological and physical environments of our players in order to induce artificial emotions. Toss the storyboards and scripts. Game design becomes an exercise not so dissimilar from the movie The Truman Show. You provide the carefully balanced system that sets up the appropriate physiological states and cognitive labels. The players react with predictable, measurable human drama. 
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.lostgarden.com" target="_blank">Daniel Cook</a>&#8216;s second half of his &#8216;Constructing Artificial Emotions&#8217; article is just as good as the first, so worry not.  It is with great pleasure that I am able to present you with the conclusion to Yesterdays Article with Part B of this amazing piece.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://www.gamasutra.com/view/feature/1992/constructing_artificial_emotions_.php" target="_blank">Constructing Artificial Emotions</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h1><span style="color: #999999;">Written by: Daniel Cook</span><span style="color: #999999;">(<a target="_blank" href="http://www.lostgarden.com" target="_self">www.lostgarden.com</a></span><span style="color: #999999;">) </span></h1>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on January 26th, <strong>2009</strong></span></span></h2>
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		<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/254/0/IB65B-DanielCook-ConstructingArtificialEmotions.mp3" length="5799792" type="audio/mpeg"/>
<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Daniel Cook's second half of his 'Constructing Artificial Emotions' article is just as good as the first, so worry not.nbsp; It is with great pleasure ...</itunes:subtitle>
		<itunes:summary>Daniel Cook's second half of his 'Constructing Artificial Emotions' article is just as good as the first, so worry not.nbsp; It is with great pleasure that I am able to present you with the conclusion to Yesterdays Article with Part B of this amazing piece.
Title: "Constructing Artificial Emotions" - Original Article
Written by: Daniel Cook(www.lostgarden.com) 
Read aloud by: Ryan Wiancko on January 26th, 2009</itunes:summary>
		<itunes:keywords>Game,Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>No</itunes:block>
	</item>
		<item>
		<title>Audio Article #65(A): Constructing Artificial Emotions</title>
		<link>http://www.industrybroadcast.com/2009/01/25/audio-article-65a-constructing-artificial-emotions/</link>
		<comments>http://www.industrybroadcast.com/2009/01/25/audio-article-65a-constructing-artificial-emotions/#comments</comments>
		<pubDate>Mon, 26 Jan 2009 06:08:56 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[artificial emotions]]></category>
		<category><![CDATA[bacchus]]></category>
		<category><![CDATA[cognition]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[design experiment]]></category>
		<category><![CDATA[emotions]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[memery recall]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=252</guid>
		<description><![CDATA[This essay has five parts 
Two factor theory of emotion: First, we’ll look at the psychology behind our emotions. I’ll lean on this to explore four pragmatic techniques that are demonstrated in Bacchus. 
Technique 1: Tapping existing emotional memories. 
Technique 2: Using relevant stimuli in order to evoke an emotional response. 
Technique 3: Biofeedback for controlling physical state. 
Technique 4: Social norm setting for seeding appropriate cognitive labels. 
With each technique, we’ll cover the theory, how you can put the theory to use, how technology can help, and some of the limitations. 
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.lostgarden.com" target="_blank">Daniel Cook</a> brings us another great piece following up on his previous prototyping articles, of things that you need to look out for when it comes to Prototyping your project.  There are common pitfalls that a prototype can suffer from and Daniel has gone and tackled some of the major ones to help you realize the incredibly high value that a solid prototyping phase represents to any development.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://www.gamasutra.com/view/feature/1992/constructing_artificial_emotions_.php" target="_blank">Constructing Artificial Emotions</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h1><span style="color: #999999;">Written by: Daniel Cook</span><span style="color: #999999;">(<a target="_blank" href="http://www.lostgarden.com" target="_self">www.lostgarden.com</a></span><span style="color: #999999;">) </span></h1>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on January 25th, <strong>2009</strong></span></span></h2>
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<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Daniel Cook brings us another great piece following up on his previous prototyping articles, of things that you need to look out for when it ...</itunes:subtitle>
		<itunes:summary>Daniel Cook brings us another great piece following up on his previous prototyping articles, of things that you need to look out for when it comes to Prototyping your project. nbsp;There are common pitfalls that a prototype can suffer from and Daniel has gone and tackled some of the major ones to help you realize the incredibly high value that a solid prototyping phase represents to any development.
Title: "Constructing Artificial Emotions" - Original Article
Written by: Daniel Cook(www.lostgarden.com) 
Read aloud by: Ryan Wiancko on January 25th, 2009</itunes:summary>
		<itunes:keywords>Game,Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>No</itunes:block>
	</item>
		<item>
		<title>Audio Article #53 &#8211; Prototyping Pitfalls</title>
		<link>http://www.industrybroadcast.com/2009/01/05/audio-article-53-prototyping-pitfalls/</link>
		<comments>http://www.industrybroadcast.com/2009/01/05/audio-article-53-prototyping-pitfalls/#comments</comments>
		<pubDate>Tue, 06 Jan 2009 03:34:47 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[early prototyping]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[prototype]]></category>
		<category><![CDATA[prototyping pitfalls]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=205</guid>
		<description><![CDATA[I’ve spent some time in previous posts describing the benefits and process of game prototyping. You’ll create more innovative game mechanics, weed out bad concepts early, and help ensure that your final product is highly addictive. As with any good technique, there are several notable pitfalls and drawbacks to prototyping that a savvy practitioner should be mindful of.
]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.lostgarden.com" target="_blank">Daniel Cook</a> brings us another great piece following up on his previous prototyping articles, of things that you need to look out for when it comes to Prototyping your project.  There are common pitfalls that a prototype can suffer from and Daniel has gone and tackled some of the major ones to help you realize the incredibly high value that a solid prototyping phase represents to any development.</p>
<h2><span style="color: #999999;">Title: </span><span style="color: #999999;">&#8220;<a target="_blank" href="http://lostgarden.com/2005/08/common-game-prototyping-pitfalls.html" target="_blank">Prototyping Pitfalls</a></span><span style="color: #999999;">&#8220;</span><span style="color: #999999;"> &#8211; Original Article</span></h2>
<h1><span style="color: #999999;">Written by: Daniel Cook</span><span style="color: #999999;">(<a target="_blank" href="http://www.lostgarden.com" target="_self">www.lostgarden.com</a></span><span style="color: #999999;">) </span></h1>
<h2><span style="color: #999999;"><span style="color: #999999;">Read aloud by: Ryan Wiancko on January 5th, <strong>2009</strong></span></span></h2>
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<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Daniel Cook brings us another great piece following up on his previous prototyping articles, of things that you need to look out for when it ...</itunes:subtitle>
		<itunes:summary>Daniel Cook brings us another great piece following up on his previous prototyping articles, of things that you need to look out for when it comes to Prototyping your project. nbsp;There are common pitfalls that a prototype can suffer from and Daniel has gone and tackled some of the major ones to help you realize the incredibly high value that a solid prototyping phase represents to any development.
Title: "Prototyping Pitfalls" - Original Article
Written by: Daniel Cook(www.lostgarden.com) 
Read aloud by: Ryan Wiancko on January 5th, 2009</itunes:summary>
		<itunes:keywords>Game,Design,,Management</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>No</itunes:block>
	</item>
		<item>
		<title>Audio Article #41: Never Innovate Half Way</title>
		<link>http://www.industrybroadcast.com/2008/12/09/audio-article-41-never-innovate-half-way/</link>
		<comments>http://www.industrybroadcast.com/2008/12/09/audio-article-41-never-innovate-half-way/#comments</comments>
		<pubDate>Tue, 09 Dec 2008 12:46:40 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Starting Out]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[innovate half way]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[lostgarden.com]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=156</guid>
		<description><![CDATA[We are more than pleased to present you with more insight from the mind of Daniel Cook.  This time Daniel looks at the correlation between innovation and success in the Video Game Industry and shares his thoughts on why it is a fatal mistake to Innovate Half way
Title: &#8216;Never Innovate Half Way&#8216; &#8211; Original Article

Written [...]]]></description>
			<content:encoded><![CDATA[<p>We are more than pleased to present you with more insight from the mind of <a target="_blank" href="http://www.lostgarden.com " target="_blank">Daniel Cook</a>.  This time Daniel looks at the correlation between innovation and success in the Video Game Industry and shares his thoughts on why it is a fatal mistake to Innovate Half way</p>
<h2><span style="color: #999999;">Title: &#8216;<a target="_blank" href="http://lostgarden.com/2006/03/never-innovate-halfway.html" target="_blank">Never Innovate Half Way</a></span><span style="color: #999999;">&#8216; &#8211; Original Article<br />
</span></h2>
<h2><span style="color: #999999;">Written by: Daniel Cook </span><span style="color: #999999;">(<a target="_blank" href="http://www.lostgarden.com " target="_blank">www.lostgarden.com</a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;">Read aloud by: Ryan Wiancko on December 9th, 2008</span></h2>
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		<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/156/0/IB41-DanielCook-NeverInnovateHalfWay.mp3" length="3208960" type="audio/mpeg"/>
<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>We are more than pleased to present you with more insight from the mind of Daniel Cook.nbsp; This time Daniel looks at the correlation between ...</itunes:subtitle>
		<itunes:summary>We are more than pleased to present you with more insight from the mind of Daniel Cook.nbsp; This time Daniel looks at the correlation between innovation and success in the Video Game Industry and shares his thoughts on why it is a fatal mistake to Innovate Half way
Title: 'Never Innovate Half Way' - Original Article

Written by: Daniel Cook (www.lostgarden.com) 
Read aloud by: Ryan Wiancko on December 9th, 2008</itunes:summary>
		<itunes:keywords>Game,Design,,Starting,Out</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>No</itunes:block>
	</item>
		<item>
		<title>Audio Article #35: Content Is Bad</title>
		<link>http://www.industrybroadcast.com/2008/12/01/audio-article-35-content-is-bad/</link>
		<comments>http://www.industrybroadcast.com/2008/12/01/audio-article-35-content-is-bad/#comments</comments>
		<pubDate>Mon, 01 Dec 2008 11:26:11 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[content]]></category>
		<category><![CDATA[content is bad]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[flexibility]]></category>
		<category><![CDATA[handcrafted content]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[procedural content]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=138</guid>
		<description><![CDATA[On this beautiful monday morning we bring some food for thought from the great mind of Mr. Daniel Cook in regards to the dangers of HandCrafted Content.  In a time when integral design changes across a project can set a project back months, as well as hundreds of thousands of dollars it becomes increasingly critical [...]]]></description>
			<content:encoded><![CDATA[<p><span style="color: #999999;">On this beautiful monday morning we bring some food for thought from the great mind of <a target="_blank" href="http://www.lostgarden.com " target="_blank">Mr. Daniel Cook</a> in regards to the dangers of HandCrafted Content.  In a time when integral design changes across a project can set a project back months, as well as hundreds of thousands of dollars it becomes increasingly critical to design with flexibility in mind.<br />
</span></p>
<h2><span style="color: #999999;">Title: &#8216;<a target="_blank" href="http://lostgarden.com/2007/02/content-is-bad.html" target="_blank">Content Is Bad</a>&#8216; &#8211; Original Article<br />
</span></h2>
<h2><span style="color: #999999;">Written by: Daniel Cook </span><span style="color: #999999;">(<a target="_blank" href="http://www.lostgarden.com " target="_blank"><strong>www.lostgarden.com</strong></a></span><span style="color: #999999;">) </span></h2>
<h2><span style="color: #999999;">Read aloud by: Ryan Wiancko on December 1st, 2008</span></h2>
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		<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/138/0/IB35-DanielCook-ContentisBad.mp3" length="3880128" type="audio/mpeg"/>
<itunes:duration>13:20</itunes:duration>
		<itunes:subtitle>On this beautiful monday morning we bring some food for thought from the great mind of Mr. Daniel Cook in regards to the dangers of ...</itunes:subtitle>
		<itunes:summary>On this beautiful monday morning we bring some food for thought from the great mind of Mr. Daniel Cook in regards to the dangers of HandCrafted Content.nbsp; In a time when integral design changes across a project can set a project back months, as well as hundreds of thousands of dollars it becomes increasingly critical to design with flexibility in mind.

Title: 'Content Is Bad' - Original Article

Written by: Daniel Cook (www.lostgarden.com) 
Read aloud by: Ryan Wiancko on December 1st, 2008</itunes:summary>
		<itunes:keywords>Game,Design</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>No</itunes:block>
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