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	<title>Comments on: Screw Art (Or, Passion &amp; Indie Game Dev)</title>
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	<link>http://macguffingames.com/2009/screw-art/</link>
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		<title>By: Macguffin</title>
		<link>http://macguffingames.com/2009/screw-art/#comment-15</link>
		<dc:creator>Macguffin</dc:creator>
		<pubDate>Mon, 09 Mar 2009 21:40:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.macguffingames.com/?p=117#comment-15</guid>
		<description>You know, I usually am banging the &quot;reduce scope&quot; drum myself.  Recently, I found myself dealing with this balance of passion versus practicality... Looking at them both, I&#039;d have to amend this to say go small, but take inspiration over small if you have to.  If not inspired, make it REALLY small.</description>
		<content:encoded><![CDATA[<p>You know, I usually am banging the &#8220;reduce scope&#8221; drum myself.  Recently, I found myself dealing with this balance of passion versus practicality&#8230; Looking at them both, I&#8217;d have to amend this to say go small, but take inspiration over small if you have to.  If not inspired, make it REALLY small.</p>
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		<title>By: Jake Birkett</title>
		<link>http://macguffingames.com/2009/screw-art/#comment-9</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Mon, 09 Mar 2009 02:53:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.macguffingames.com/?p=117#comment-9</guid>
		<description>Sounds sensible.  Reduce Scope ... ship! (or at least improve chance of shipping).  For people making their first Indie game, my advice is SEVERELY reduce the scope and get something out there even if it&#039;s not awesome.  This will teach you way more than making a massive magnus opus that never sees the light of day.  Then improve on things in the second and subsequent games.</description>
		<content:encoded><![CDATA[<p>Sounds sensible.  Reduce Scope &#8230; ship! (or at least improve chance of shipping).  For people making their first Indie game, my advice is SEVERELY reduce the scope and get something out there even if it&#8217;s not awesome.  This will teach you way more than making a massive magnus opus that never sees the light of day.  Then improve on things in the second and subsequent games.</p>
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		<title>By: dl willson</title>
		<link>http://macguffingames.com/2009/screw-art/#comment-8</link>
		<dc:creator>dl willson</dc:creator>
		<pubDate>Fri, 06 Mar 2009 17:02:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.macguffingames.com/?p=117#comment-8</guid>
		<description>art is subjective... the only thing &quot;art&quot; is...is the &quot;friction between heaven and earth&quot;

being &quot;good&quot; is art... being so bad it is good is art.</description>
		<content:encoded><![CDATA[<p>art is subjective&#8230; the only thing &#8220;art&#8221; is&#8230;is the &#8220;friction between heaven and earth&#8221;</p>
<p>being &#8220;good&#8221; is art&#8230; being so bad it is good is art.</p>
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		<title>By: Macguffin</title>
		<link>http://macguffingames.com/2009/screw-art/#comment-7</link>
		<dc:creator>Macguffin</dc:creator>
		<pubDate>Thu, 05 Mar 2009 15:05:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.macguffingames.com/?p=117#comment-7</guid>
		<description>Thanks for the link - I will check it out.

You know, I can see that sort of advice having a little more validity in the world of AAA games and crowded retail shelves - the barrier to entry and budgets are so high that it makes most risk something to be avoided. But in the much more personal world you can make of sticky online communities and personal relationships with your players?  S&#039;crap.</description>
		<content:encoded><![CDATA[<p>Thanks for the link &#8211; I will check it out.</p>
<p>You know, I can see that sort of advice having a little more validity in the world of AAA games and crowded retail shelves &#8211; the barrier to entry and budgets are so high that it makes most risk something to be avoided. But in the much more personal world you can make of sticky online communities and personal relationships with your players?  S&#8217;crap.</p>
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		<title>By: Jason Maskell</title>
		<link>http://macguffingames.com/2009/screw-art/#comment-6</link>
		<dc:creator>Jason Maskell</dc:creator>
		<pubDate>Thu, 05 Mar 2009 08:02:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.macguffingames.com/?p=117#comment-6</guid>
		<description>It&#039;s funny, I subscribe to this completely - I can only make games that I love. At least in my own company. I am &quot;ok&quot; at busting my ass for other peoples crap projects, but only for a short time. That extra mile comes from passion.

But what I really thought about was a Gary Vaynerchuk thing I listened to/watched lately that addresses this very point. I highly recommend it, he&#039;s got some really motivating points. Here&#039;s the specific thing:

http://garyvaynerchuk.com/post/79804838/chasing-dollars-instead-of-passion-many-people

Oh, and I was once told by a (d-bag) producer I was pitching that making games that you loved was sure to get you an audience of 1. Pfft.</description>
		<content:encoded><![CDATA[<p>It&#8217;s funny, I subscribe to this completely &#8211; I can only make games that I love. At least in my own company. I am &#8220;ok&#8221; at busting my ass for other peoples crap projects, but only for a short time. That extra mile comes from passion.</p>
<p>But what I really thought about was a Gary Vaynerchuk thing I listened to/watched lately that addresses this very point. I highly recommend it, he&#8217;s got some really motivating points. Here&#8217;s the specific thing:</p>
<p><a href="http://garyvaynerchuk.com/post/79804838/chasing-dollars-instead-of-passion-many-people" rel="nofollow">http://garyvaynerchuk.com/post/79804838/chasing-dollars-instead-of-passion-many-people</a></p>
<p>Oh, and I was once told by a (d-bag) producer I was pitching that making games that you loved was sure to get you an audience of 1. Pfft.</p>
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