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	<title>Universal Happymaker</title>
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	<link>http://www.universalhappymaker.com</link>
	<description>We intend to create a world where everyone will enjoy our games without exception.</description>
	<lastBuildDate>Mon, 14 May 2012 17:44:48 +0000</lastBuildDate>
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		<title>Working on The Charlatan</title>
		<link>http://www.universalhappymaker.com/working-on-the-charlatan/</link>
		<comments>http://www.universalhappymaker.com/working-on-the-charlatan/#comments</comments>
		<pubDate>Mon, 14 May 2012 17:44:48 +0000</pubDate>
		<dc:creator>David Mershon</dc:creator>
				<category><![CDATA[The Charlatan]]></category>

		<guid isPermaLink="false">http://www.universalhappymaker.com/?p=986</guid>
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		<title>Protected: The Charlatan : Indiecade Download Links</title>
		<link>http://www.universalhappymaker.com/the-charlatan-indiecade-download-links/</link>
		<comments>http://www.universalhappymaker.com/the-charlatan-indiecade-download-links/#comments</comments>
		<pubDate>Sun, 13 May 2012 04:28:11 +0000</pubDate>
		<dc:creator>David Mershon</dc:creator>
				<category><![CDATA[The Charlatan]]></category>

		<guid isPermaLink="false">http://www.universalhappymaker.com/?p=964</guid>
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		<title>Defending Vikingr</title>
		<link>http://www.universalhappymaker.com/defending-vikingr/</link>
		<comments>http://www.universalhappymaker.com/defending-vikingr/#comments</comments>
		<pubDate>Wed, 09 May 2012 04:29:49 +0000</pubDate>
		<dc:creator>Joe Osborn</dc:creator>
				<category><![CDATA[Vikingr]]></category>
		<category><![CDATA[thesis]]></category>

		<guid isPermaLink="false">http://www.universalhappymaker.com/?p=955</guid>
		<description><![CDATA[Many Happymakers recently defended their graduate theses in the USC Interactive Media Division. I was among them. Click to hear a discussion of the problems of historiography and adaptation I encountered, and the approach I developed to solve them!]]></description>
			<content:encoded><![CDATA[<p>Many Happymakers recently defended their graduate theses in the USC Interactive Media Division. I was among them. Click to hear a discussion of the problems of historiography and adaptation I encountered, and the approach I developed to solve them!</p>
<p><iframe width="500" height="375" src="http://www.youtube.com/embed/kYy1FF3cs9A?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
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		<title>Defending The Moonlighters</title>
		<link>http://www.universalhappymaker.com/defending-the-moonlighters/</link>
		<comments>http://www.universalhappymaker.com/defending-the-moonlighters/#comments</comments>
		<pubDate>Tue, 01 May 2012 01:28:28 +0000</pubDate>
		<dc:creator>Teddy Diefenbach</dc:creator>
				<category><![CDATA[The Moonlighters]]></category>
		<category><![CDATA[thesis]]></category>

		<guid isPermaLink="false">http://www.universalhappymaker.com/?p=951</guid>
		<description><![CDATA[Many Happymakers recently defended their graduate theses in the USC Interactive Media Division. I was among them. Click to hear a discussion of Narrative Listening, the new adaptive narrative system hiding inside The Moonlighters.]]></description>
			<content:encoded><![CDATA[<p>Many Happymakers recently defended their graduate theses in the USC Interactive Media Division. I was among them. Click to hear a discussion of Narrative Listening, the new adaptive narrative system hiding inside The Moonlighters.</p>
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		<title>Redesigning Vikingr</title>
		<link>http://www.universalhappymaker.com/redesigning-vikingr/</link>
		<comments>http://www.universalhappymaker.com/redesigning-vikingr/#comments</comments>
		<pubDate>Sat, 14 Apr 2012 22:59:31 +0000</pubDate>
		<dc:creator>Joe Osborn</dc:creator>
				<category><![CDATA[Vikingr]]></category>
		<category><![CDATA[design log]]></category>
		<category><![CDATA[new dumb]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[thesis]]></category>

		<guid isPermaLink="false">http://www.universalhappymaker.com/?p=885</guid>
		<description><![CDATA[Today, I changed the project description on . These alterations to the project&#8217;s mission occurred in the week before the winter show, and they go deep. Months of local optimization on the problem of making a fun game about Vikings had failed to produce an enjoyable experience, so at my wife&#8217;s behest I undertook a [...]]]></description>
			<content:encoded><![CDATA[<p>Today, I changed the project description on <cite class="game">Vikingr!</cite>. These alterations to the project&#8217;s mission occurred in the week before the winter show, and they go deep. Months of local optimization on the problem of making a fun game about Vikings had failed to produce an enjoyable experience, so at my wife&#8217;s behest I undertook a challenge: Use this final week to start from scratch and make something enjoyable that addressed the whole scope of Viking life.</p>
<p>I&#8217;m very glad I did. I threw out the notion of producing a &#8220;Dwarf Fortress, but with Vikings and social play&#8221; and focused on moment-to-moment pleasures: busy hands in home life (no more setting up situations and waiting for things to happen), sailing with multitouch controls, raiding without complex strategy and micromanagement. I went to a side view with simple sprites (except for the <a href="http://en.wikipedia.org/wiki/Mode_7">Mode 7</a>-style sailing, inspired by <cite class="game"><a href="http://en.wikipedia.org/wiki/Final_Fantasy_VI">Final Fantasy VI</a></cite>) rather than the isometric projection. I switched to Unity3D so I could get things going quickly and discourage myself from over-reliance on native user interface elements (or, indeed, from fiddling with them to no end). These changes dramatically improved my project&#8217;s forward velocity, people enjoyed playing my game more, and I was in a better position to put more social interactions into gameplay.</p>
<p>It seems counter-intuitive that moving towards simple and superficial could make the rich social exchanges I had hoped for more feasible, but it boiled down to the observation my wife had made: If I had spent six months working on home life and farming in such exquisite(-ly boring) detail, there were simply not enough months until May to do the same for sailing, raiding, and social life. I had over-modeled one portion of my game—and not even the important portion, at that! Now that my world signals simplicity, I can employ much simpler types of social exchange without causing inconsistencies in player experience.</p>
<p>So, that&#8217;s where <cite class="game">Vikingr</cite> stands right now. I am currently fleshing it out and extending it with additional social exchanges—not trying to cram sociality into an asocial design.</p>
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