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	<title>IndustryBroadcast &#187; lostgarden.com</title>
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	<link>http://www.industrybroadcast.com</link>
	<description>Bringing the Collective Insight of the Gaming Industry to your ears</description>
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	<managingEditor>ryan@industrybroadcast.com (RyanW)</managingEditor>
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	<category>Video Game Industry</category>
	<ttl>1440</ttl>
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	<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>
	<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:category text="Technology">
		<itunes:category text="Software How-To" />
	</itunes:category>
	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
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	<itunes:category text="Business" />
	<itunes:author>RyanW</itunes:author>
	<itunes:owner>
		<itunes:name>RyanW</itunes:name>
		<itunes:email>ryan@industrybroadcast.com</itunes:email>
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		<title>Audio Article #017 &#8211; What are Game Mechanics</title>
		<link>http://www.industrybroadcast.com/2010/10/04/audio-article-017-what-are-game-mechanics/</link>
		<comments>http://www.industrybroadcast.com/2010/10/04/audio-article-017-what-are-game-mechanics/#comments</comments>
		<pubDate>Mon, 04 Oct 2010 22:13:32 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[framework]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[theory]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=691</guid>
		<description><![CDATA[We are more than please to present another Article by Daniel Cook that delves into the depth of Game Mechanics and how if we are truly able to understand and quantify them we will finally begin to unlock the true secrets of game design.  With this understanding we can finally begin to unlock, with repeatable [...]]]></description>
			<content:encoded><![CDATA[<p>We are more than please to present another Article by <a target="_blank" href="http://www.lostgarden.com " target="_blank">Daniel Cook</a> that delves into the depth of Game  Mechanics and how if we are truly able to understand and quantify them  we will finally begin to unlock the true secrets of game design.  With  this understanding we can finally begin to unlock, with repeatable  success, the true potential of our medium.</p>
<h2>Title:  &#8216;What are Game Mechanics&#8217;</h2>
<h2>Written  by: Daniel Cook(<a target="_blank" href="http://www.lostgarden.com " target="_blank">www.lostgarden.com</a>)</h2>
<h2>Re-Read  aloud by: Ryan Wiancko on October 4th, 2010</h2>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>We are more than please to present another Article by Daniel Cook that delves into the depth of Game  Mechanics and how if we are truly able to understand and quantify them  we will finally begin to unlock the true secrets of game design.  With  thi[...]</itunes:subtitle>
		<itunes:summary>We are more than please to present another Article by Daniel Cook that delves into the depth of Game  Mechanics and how if we are truly able to understand and quantify them  we will finally begin to unlock the true secrets of game design.  With  this understanding we can finally begin to unlock, with repeatable  success, the true potential of our medium.
Title:  &#8216;What are Game Mechanics&#8217;
Written  by: Daniel Cook(www.lostgarden.com)
Re-Read  aloud by: Ryan Wiancko on October 4th, 2010</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<title>Audio Article #010: The Chemistry of Game Design</title>
		<link>http://www.industrybroadcast.com/2010/09/16/audio-article-10-the-chemistry-of-game-design-2/</link>
		<comments>http://www.industrybroadcast.com/2010/09/16/audio-article-10-the-chemistry-of-game-design-2/#comments</comments>
		<pubDate>Thu, 16 Sep 2010 21:02:58 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[alchemy]]></category>
		<category><![CDATA[atom]]></category>
		<category><![CDATA[chemistry]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[skill chain]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=651</guid>
		<description><![CDATA[We end this first series of 5 Daniel Cook articles The Chemistry of Game Design.  This fat articles goes to ask the question &#8216;Can we apply the same principals that science used to bring humanity out of the dark ages of Alchemy and into the enlightened understanding of Chemistry unto the Gaming industry&#8217; .  The [...]]]></description>
			<content:encoded><![CDATA[<p>We end this first series of 5 Daniel Cook articles The Chemistry of Game Design.  This fat articles goes to ask the question &#8216;Can we apply the same principals that science used to bring humanity out of the dark ages of Alchemy and into the enlightened understanding of Chemistry unto the Gaming industry&#8217; .  The answer of course could help us create truly meaningful and masterfully created psychological experiences through gameplay.  It could also be an understanding that allows your game to be one of the <a target="_blank" href="http://www.gamedaily.com/articles/news/only-four-percent-of-video-games-make-a-profit-ndash-eedar-/?biz=1" target="_blank">4% of games that actually makes a profit</a>, so instead of &#8216;<a target="_blank" href="http://www.gamedaily.com/articles/news/only-four-percent-of-video-games-make-a-profit-ndash-eedar-/?biz=1" target="_blank">flying blind</a>&#8216; and hoping your features will make your product enjoyable take a lesson out of Daniel&#8217;s book and increase your chances by increasing your knowledge of your craft</p>
<h2>Title: &#8216;The Chemistry of Game Design&#8217;</h2>
<h2>Written by: Daniel Cook (<a target="_blank" rel="tag" href="http://www.lostgarden.com/" target="_blank">www.lostgarden.com</a>)</h2>
<h2>Read aloud by: Re-Ryan Wiancko on September 16th 2010</h2>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>We end this first series of 5 Daniel Cook articles The Chemistry of Game Design.  This fat articles goes to ask the question &#8216;Can we apply the same principals that science used to bring humanity out of the dark ages of Alchemy and into the enl[...]</itunes:subtitle>
		<itunes:summary>We end this first series of 5 Daniel Cook articles The Chemistry of Game Design.  This fat articles goes to ask the question &#8216;Can we apply the same principals that science used to bring humanity out of the dark ages of Alchemy and into the enlightened understanding of Chemistry unto the Gaming industry&#8217; .  The answer of course could help us create truly meaningful and masterfully created psychological experiences through gameplay.  It could also be an understanding that allows your game to be one of the 4% of games that actually makes a profit, so instead of &#8216;flying blind&#8216; and hoping your features will make your product enjoyable take a lesson out of Daniel&#8217;s book and increase your chances by increasing your knowledge of your craft
Title: &#8216;The Chemistry of Game Design&#8217;
Written by: Daniel Cook (www.lostgarden.com)
Read aloud by: Re-Ryan Wiancko on September 16th 2010</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #008: What actitivies can be turned into games?</title>
		<link>http://www.industrybroadcast.com/2010/09/13/audio-article-8-what-actitivies-can-be-turned-into-games/</link>
		<comments>http://www.industrybroadcast.com/2010/09/13/audio-article-8-what-actitivies-can-be-turned-into-games/#comments</comments>
		<pubDate>Tue, 14 Sep 2010 05:39:34 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[activities]]></category>
		<category><![CDATA[danc]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[wii fit]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=641</guid>
		<description><![CDATA[We are pleased to present the 3rd Article from Daniel Cook titled &#8220;What actitivies can be turned into games?. In this article we take a look at the emergence of alternate activies being turned into video games(wii fit for example) and talk about what could possible be in store in this area of game development [...]]]></description>
			<content:encoded><![CDATA[<p>We are pleased to present the 3rd Article from Daniel Cook titled <strong>&#8220;What  actitivies can be turned into games?. </strong>In this article we take a  look at the emergence of alternate activies being turned into video  games(wii fit for example) and talk about what could possible be in  store in this area of game development</p>
<h2>Title:  &#8216;What actitivies can be turned into games?&#8217;</h2>
<h2>Written  by: Daniel Cook (<a target="_blank" href="http://www.lostgarden.com" target="_blank">www.lostgarden.com</a>)</h2>
<h2>Re-Read  aloud by: Ryan Wiancko on September 13th 2010</h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/09/13/audio-article-8-what-actitivies-can-be-turned-into-games/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/641/0/IB008-DanielCook-ActivitiesIntoGames.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>We are pleased to present the 3rd Article from Daniel Cook titled &#8220;What  actitivies can be turned into games?. In this article we take a  look at the emergence of alternate activies being turned into video  games(wii fit for example) and talk [...]</itunes:subtitle>
		<itunes:summary>We are pleased to present the 3rd Article from Daniel Cook titled &#8220;What  actitivies can be turned into games?. In this article we take a  look at the emergence of alternate activies being turned into video  games(wii fit for example) and talk about what could possible be in  store in this area of game development
Title:  &#8216;What actitivies can be turned into games?&#8217;
Written  by: Daniel Cook (www.lostgarden.com)
Re-Read  aloud by: Ryan Wiancko on September 13th 2010</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #007: Building Fun into Software</title>
		<link>http://www.industrybroadcast.com/2010/09/13/audio-article-7-building-fun-into-software-2/</link>
		<comments>http://www.industrybroadcast.com/2010/09/13/audio-article-7-building-fun-into-software-2/#comments</comments>
		<pubDate>Mon, 13 Sep 2010 10:10:02 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Software and Programming]]></category>
		<category><![CDATA[danc]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[interaction design]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[software design]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=638</guid>
		<description><![CDATA[Our Second article from Daniel Cook entitled Building fun into software takes a hard look at what the software world can learn from the game industry about making better software Title: &#8216;Building Fun into Software&#8217; Written by: Daniel Cook (www.lostgarden.com) Re-Read aloud by: Ryan Wiancko on September 13 2010]]></description>
			<content:encoded><![CDATA[<p>Our Second article from Daniel Cook entitled Building fun into  software takes a hard look at what the software world can learn from the  game industry about making better software</p>
<h2>Title:  &#8216;Building Fun into Software&#8217;</h2>
<h2>Written  by: Daniel Cook (<a target="_blank" href="http://www.lostgarden.com" target="_blank">www.lostgarden.com</a>)</h2>
<h2>Re-Read  aloud by: Ryan Wiancko on September 13 2010</h2>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/638/0/IB007-DanielCook-BuildingFunIntoSoftware.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>Our Second article from Daniel Cook entitled Building fun into  software takes a hard look at what the software world can learn from the  game industry about making better software
Title:  &#8216;Building Fun into Software&#8217;
Written  by: Daniel[...]</itunes:subtitle>
		<itunes:summary>Our Second article from Daniel Cook entitled Building fun into  software takes a hard look at what the software world can learn from the  game industry about making better software
Title:  &#8216;Building Fun into Software&#8217;
Written  by: Daniel Cook (www.lostgarden.com)
Re-Read  aloud by: Ryan Wiancko on September 13 2010</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Audio Article #006: Theme and Game Design</title>
		<link>http://www.industrybroadcast.com/2010/09/10/audio-article-006-theme-and-game-design/</link>
		<comments>http://www.industrybroadcast.com/2010/09/10/audio-article-006-theme-and-game-design/#comments</comments>
		<pubDate>Fri, 10 Sep 2010 10:34:07 +0000</pubDate>
		<dc:creator>Ryan</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[chickadee plucker]]></category>
		<category><![CDATA[daniel cook]]></category>
		<category><![CDATA[lostgarden.com]]></category>
		<category><![CDATA[theme]]></category>

		<guid isPermaLink="false">http://www.industrybroadcast.com/?p=633</guid>
		<description><![CDATA[In our first article from Daniel cook we Explore the use and importance of Theme in Game Design and how it differs from the use of Theme in other medium such as books and film Title: &#8216;Theme and Game Design&#8217; Written by: Daniel Cook (www.lostgarden.com) Re-Read aloud by: Ryan Wiancko on September 10th 2010]]></description>
			<content:encoded><![CDATA[<p>In our first article from Daniel cook we Explore the use and importance of Theme in Game Design and how it differs from the use of Theme in other medium such as books and film</p>
<h2><strong>Title: &#8216;Theme and Game Design&#8217; </strong></h2>
<h2><strong>Written by: Daniel Cook (<a target="_blank" href="http://www.lostgarden.com/" target="_blank">www.lostgarden.com</a>) </strong></h2>
<h2><strong>Re-Read aloud by: Ryan Wiancko on September 10th 2010<br />
</strong></h2>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2010/09/10/audio-article-006-theme-and-game-design/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/633/0/IB006-DanielCook-ThemeandGameDesign.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>In our first article from Daniel cook we Explore the use and importance of Theme in Game Design and how it differs from the use of Theme in other medium such as books and film
Title: &#8216;Theme and Game Design&#8217; 
Written by: Daniel Cook (www.[...]</itunes:subtitle>
		<itunes:summary>In our first article from Daniel cook we Explore the use and importance of Theme in Game Design and how it differs from the use of Theme in other medium such as books and film
Title: &#8216;Theme and Game Design&#8217; 
Written by: Daniel Cook (www.lostgarden.com) 
Re-Read aloud by: Ryan Wiancko on September 10th 2010
</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<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>Ryan</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>
]]></content:encoded>
			<wfw:commentRss>http://www.industrybroadcast.com/2009/10/13/audio-article-154-how-to-design-online-crack/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
			<enclosure url="http://www.industrybroadcast.com/podpress_trac/feed/573/0/Ib154-DanielCook-How2DesignOnlineCrack.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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[...]</itunes:subtitle>
		<itunes:summary>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 but also good businessmen/women.
Title: &#8220;How to design online Crack&#8220; &#8211; Original Article
Written by: Daniel Cook(www.lostgarden.com) 
Read aloud by: Ryan Wiancko on Oct 13th, 2009</itunes:summary>
		<itunes:keywords>Business</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>Ryan</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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		<itunes:subtitle>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 [...]</itunes:subtitle>
		<itunes:summary>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 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
Title: &#8220;Casual Games Manifesto&#8220; &#8211; Original Article
Written by: Daniel Cook(www.lostgarden.com) 
Read aloud by: Ryan Wiancko on July 24th, 2009</itunes:summary>
		<itunes:keywords>Business</itunes:keywords>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<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>Ryan</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>
]]></content:encoded>
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		<itunes:duration>0:00:01</itunes:duration>
		<itunes:subtitle>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 ar[...]</itunes:subtitle>
		<itunes:summary>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.</itunes:summary>
		<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>Ryan</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>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<itunes:subtitle>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[...]</itunes:subtitle>
		<itunes:summary>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?</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<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>Ryan</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>
]]></content:encoded>
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		<itunes:subtitle>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 o[...]</itunes:subtitle>
		<itunes:summary>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.</itunes:summary>
		<itunes:author>RyanW</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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