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	<title>Comments on: A History of Fall from Heaven (Part II)</title>
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	<link>http://www.designer-notes.com/?p=121</link>
	<description>Soren Johnson's Game Design Journal</description>
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		<title>By: The Sunday Papers &#124; Rock, Paper, Shotgun</title>
		<link>http://www.designer-notes.com/?p=121&#038;cpage=1#comment-17353</link>
		<dc:creator>The Sunday Papers &#124; Rock, Paper, Shotgun</dc:creator>
		<pubDate>Sun, 11 Jan 2009 11:37:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.designer-notes.com/?p=121#comment-17353</guid>
		<description>[...] Hey - the games journalist union will be after CivIV/Spore designer Soren Johnson. You don&#8217;t understand how it work. Us lot ask questions, and you guys answer them. If you start asking questions too, it all falls apart. Anyway - he does a huge two part interview with the Civ4 ultramod Fall From Heaven guys. Part one here. Part two here. [...]</description>
		<content:encoded><![CDATA[<p>[...] Hey &#8211; the games journalist union will be after CivIV/Spore designer Soren Johnson. You don&#8217;t understand how it work. Us lot ask questions, and you guys answer them. If you start asking questions too, it all falls apart. Anyway &#8211; he does a huge two part interview with the Civ4 ultramod Fall From Heaven guys. Part one here. Part two here. [...]</p>
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		<title>By: Content One Degree Removed: Fall From Heaven Interview</title>
		<link>http://www.designer-notes.com/?p=121&#038;cpage=1#comment-17291</link>
		<dc:creator>Content One Degree Removed: Fall From Heaven Interview</dc:creator>
		<pubDate>Fri, 09 Jan 2009 18:53:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.designer-notes.com/?p=121#comment-17291</guid>
		<description>[...] so I&#8217;ll take the easy blogging way out and link to Soren Johnson&#8217;s three part (I &amp; II &amp; III)interview with Derek Paxton, the lead modder on the total Civ IV conversion Fall From [...]</description>
		<content:encoded><![CDATA[<p>[...] so I&#8217;ll take the easy blogging way out and link to Soren Johnson&#8217;s three part (I &#38; II &#38; III)interview with Derek Paxton, the lead modder on the total Civ IV conversion Fall From [...]</p>
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		<title>By: VRBones</title>
		<link>http://www.designer-notes.com/?p=121&#038;cpage=1#comment-17170</link>
		<dc:creator>VRBones</dc:creator>
		<pubDate>Wed, 07 Jan 2009 21:41:48 +0000</pubDate>
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		<description>I&#039;m amazed that you took the time to interview the FfH developers, I would have thought it should have been the other way around. That shows an appreciation for the modding community you don&#039;t see too often. Great interview, a lot of depth about what it takes to build a substantial mod. 

I hadn&#039;t realised that there were more sections of the SDK released with BtS? I&#039;d fiddled around with the AI code before (my pet topic), but might have to take another look.

&lt;blockquote&gt;Derek: The second greatest risk to a mod is the “unfixable” error (the first being abandonment by the creators who burn out or go on to other things).  A lot of how we work is based around trying to mitigate that risk.  One way we do that is by forcing all code to go through me.&lt;/blockquote&gt;

I certainly agree that&#039;s a good way of mitigating errors, but isn&#039;t that setting up a single point of failure for your abandonment issue? If you have a holidays, the project stops. If you lose interest, the project stops. If you&#039;re out of action due to injury / emergency, the project stops. 

Are there steps in place to &quot;palm off&quot; the control if something causes you to be away from the project for an extended period of time?

Man, this has gotten me in the mood to download the latest version and play through again ...</description>
		<content:encoded><![CDATA[<p>I&#8217;m amazed that you took the time to interview the FfH developers, I would have thought it should have been the other way around. That shows an appreciation for the modding community you don&#8217;t see too often. Great interview, a lot of depth about what it takes to build a substantial mod. </p>
<p>I hadn&#8217;t realised that there were more sections of the SDK released with BtS? I&#8217;d fiddled around with the AI code before (my pet topic), but might have to take another look.</p>
<blockquote><p>Derek: The second greatest risk to a mod is the “unfixable” error (the first being abandonment by the creators who burn out or go on to other things).  A lot of how we work is based around trying to mitigate that risk.  One way we do that is by forcing all code to go through me.</p></blockquote>
<p>I certainly agree that&#8217;s a good way of mitigating errors, but isn&#8217;t that setting up a single point of failure for your abandonment issue? If you have a holidays, the project stops. If you lose interest, the project stops. If you&#8217;re out of action due to injury / emergency, the project stops. </p>
<p>Are there steps in place to &#8220;palm off&#8221; the control if something causes you to be away from the project for an extended period of time?</p>
<p>Man, this has gotten me in the mood to download the latest version and play through again &#8230;</p>
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