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	<title>Comments on: CHAOS!</title>
	<link>http://flywheel.gizmet.com/2007/12/07/chaos/</link>
	<description>game design, out in the open</description>
	<pubDate>Fri, 21 Nov 2008 05:28:33 +0000</pubDate>
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		<title>By: Jack</title>
		<link>http://flywheel.gizmet.com/2007/12/07/chaos/#comment-2704</link>
		<dc:creator>Jack</dc:creator>
		<pubDate>Sat, 08 Dec 2007 12:08:27 +0000</pubDate>
		<guid>http://flywheel.gizmet.com/2007/12/07/chaos/#comment-2704</guid>
		<description>I'm looking forward to seeing how the chaos has been reduced in Monkey Lab.

Cheers,

Jack</description>
		<content:encoded><![CDATA[<p>I&#8217;m looking forward to seeing how the chaos has been reduced in Monkey Lab.</p>
<p>Cheers,</p>
<p>Jack</p>
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		<title>By: SiddGames</title>
		<link>http://flywheel.gizmet.com/2007/12/07/chaos/#comment-2703</link>
		<dc:creator>SiddGames</dc:creator>
		<pubDate>Sat, 08 Dec 2007 07:51:09 +0000</pubDate>
		<guid>http://flywheel.gizmet.com/2007/12/07/chaos/#comment-2703</guid>
		<description>"Chaos can exist, but the key is all about keeping your game under tolerable levels of it."

That's definitely key. Different levels of chaos "work" in different games depending on the other mechanics at play. Personally, the chaos in Monkey Lab doesn't bother me too much because I enjoy the "optimize my turn using what's available" tactical gameplay, but I recognize that I appear to be in the minority (in my play group, anyway, where the other 3 guys have all expressed concern with it).

I think that's a keen observation, too, about making risk management available to the players. That seems toughest when the chaos is player-induced and doesn't come purely from a game mechanism, since it can be hard to predict opponent actions and they don't always "behave rationally" anyway, heh.</description>
		<content:encoded><![CDATA[<p>&#8220;Chaos can exist, but the key is all about keeping your game under tolerable levels of it.&#8221;</p>
<p>That&#8217;s definitely key. Different levels of chaos &#8220;work&#8221; in different games depending on the other mechanics at play. Personally, the chaos in Monkey Lab doesn&#8217;t bother me too much because I enjoy the &#8220;optimize my turn using what&#8217;s available&#8221; tactical gameplay, but I recognize that I appear to be in the minority (in my play group, anyway, where the other 3 guys have all expressed concern with it).</p>
<p>I think that&#8217;s a keen observation, too, about making risk management available to the players. That seems toughest when the chaos is player-induced and doesn&#8217;t come purely from a game mechanism, since it can be hard to predict opponent actions and they don&#8217;t always &#8220;behave rationally&#8221; anyway, heh.</p>
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