<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd"
xmlns:rawvoice="http://www.rawvoice.com/rawvoiceRssModule/"
	>
<channel>
	<title>Comments on: Death in Games: Escape or Excuse?</title>
	<atom:link href="http://gamesareevil.com/2009/04/death-as-a-concept-in-videogames/feed/" rel="self" type="application/rss+xml" />
	<link>http://gamesareevil.com/2009/04/death-as-a-concept-in-videogames/</link>
	<description>Opinions, Not Aplogies.</description>
	<lastBuildDate>Mon, 21 May 2012 14:17:50 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.2</generator>
	<item>
		<title>By: Apoc</title>
		<link>http://gamesareevil.com/2009/04/death-as-a-concept-in-videogames/comment-page-1/#comment-4690</link>
		<dc:creator>Apoc</dc:creator>
		<pubDate>Wed, 29 Apr 2009 15:17:56 +0000</pubDate>
		<guid isPermaLink="false">http://gamesareevil.com/?p=16308#comment-4690</guid>
		<description>Steel Battalion trully used consequence for failure to an extreme for those to slow to press the red flashing eject button fast enough. 
when you died you had to start over from the first mission. 
this mechanic added realism but with the level of difficulty and cost of buying the game in the first place made future versions of this game unlikely </description>
		<content:encoded><![CDATA[<p>Steel Battalion trully used consequence for failure to an extreme for those to slow to press the red flashing eject button fast enough.<br />
when you died you had to start over from the first mission.<br />
this mechanic added realism but with the level of difficulty and cost of buying the game in the first place made future versions of this game unlikely </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Death in Games: Escape or Excuse? &#124; Games Are Evil: 360, PS3, Wii &#8230;</title>
		<link>http://gamesareevil.com/2009/04/death-as-a-concept-in-videogames/comment-page-1/#comment-4676</link>
		<dc:creator>Death in Games: Escape or Excuse? &#124; Games Are Evil: 360, PS3, Wii &#8230;</dc:creator>
		<pubDate>Tue, 28 Apr 2009 01:26:31 +0000</pubDate>
		<guid isPermaLink="false">http://gamesareevil.com/?p=16308#comment-4676</guid>
		<description>[...] more here:  Death in Games: Escape or Excuse? &#124; Games Are Evil: 360, PS3, Wii &#8230;   Tags: allowed-designers, difficulty, games, insane-levels, now-holding, the-difficulty, [...]</description>
		<content:encoded><![CDATA[<p>[...] more here:  Death in Games: Escape or Excuse? | Games Are Evil: 360, PS3, Wii &#8230;   Tags: allowed-designers, difficulty, games, insane-levels, now-holding, the-difficulty, [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Raz</title>
		<link>http://gamesareevil.com/2009/04/death-as-a-concept-in-videogames/comment-page-1/#comment-4673</link>
		<dc:creator>Raz</dc:creator>
		<pubDate>Mon, 27 Apr 2009 23:33:21 +0000</pubDate>
		<guid isPermaLink="false">http://gamesareevil.com/?p=16308#comment-4673</guid>
		<description>I would argue that unless the game actually kills you, death is never a serious consequence in gaming - however much it might punish your progress in-game.  It is, at its core, a way to explore alternate realities as a sort of god; as the User, you can do more or less whatever you like (within the constraints of the game paradigm) and the &#039;consequences&#039; will never actually affect you personally.  Even if you get frustrated, you can always leave and slip into another, more pleasing, universe. 
 
Now that I think about it - all this might just be an elaborate simulation, and what we think of as &#039;real&#039; might be just another game we&#039;re playing...  ^_^ </description>
		<content:encoded><![CDATA[<p>I would argue that unless the game actually kills you, death is never a serious consequence in gaming &#8211; however much it might punish your progress in-game.  It is, at its core, a way to explore alternate realities as a sort of god; as the User, you can do more or less whatever you like (within the constraints of the game paradigm) and the &#039;consequences&#039; will never actually affect you personally.  Even if you get frustrated, you can always leave and slip into another, more pleasing, universe. </p>
<p>Now that I think about it &#8211; all this might just be an elaborate simulation, and what we think of as &#039;real&#039; might be just another game we&#039;re playing&#8230;  ^_^ </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Anansi</title>
		<link>http://gamesareevil.com/2009/04/death-as-a-concept-in-videogames/comment-page-1/#comment-4671</link>
		<dc:creator>Anansi</dc:creator>
		<pubDate>Mon, 27 Apr 2009 21:40:06 +0000</pubDate>
		<guid isPermaLink="false">http://gamesareevil.com/?p=16308#comment-4671</guid>
		<description>Great read  :D  A lot of food for thought    </description>
		<content:encoded><![CDATA[<p>Great read  :D  A lot of food for thought    </p>
]]></content:encoded>
	</item>
</channel>
</rss>
<!-- This Quick Cache file was built for (  gamesareevil.com/2009/04/death-as-a-concept-in-videogames/feed/ ) in 2.41740 seconds, on May 24th, 2012 at 8:29 am UTC. -->
<!-- This Quick Cache file will automatically expire ( and be re-built automatically ) on May 24th, 2012 at 9:29 am UTC -->
