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	<title>Comments on: Games as interface</title>
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	<description>Inside the Mind of Thomas Robertson</description>
	<pubDate>Tue, 06 Jan 2009 19:45:16 +0000</pubDate>
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		<title>By: Musings and Mental Meanderings &#187; Blog Archive &#187; Timing mechanisms: what&#8217;s not to like?</title>
		<link>http://blog.thomas-robertson.com/2006/08/07/games-as-interface/comment-page-1/#comment-674</link>
		<dc:creator>Musings and Mental Meanderings &#187; Blog Archive &#187; Timing mechanisms: what&#8217;s not to like?</dc:creator>
		<pubDate>Thu, 21 Sep 2006 18:53:27 +0000</pubDate>
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		<description>[...] Pacing mechanics are going to narrow and focus your audience.Â  Thinking back to my post on games as interfaces, it should be noted that some groups have pacing and timing locked down.Â  They already have working procedures for this stuff.Â  They can sit down at the table, decide to play for an hour (or two or four) and finish their game in close to that self-imposed time limit.Â  Those people don&#8217;t need mechanics to cover that, and chances are that such mechanics will be less optimal for their group than their evolved procedures will be. [...]</description>
		<content:encoded><![CDATA[<p>[...] Pacing mechanics are going to narrow and focus your audience.Â  Thinking back to my post on games as interfaces, it should be noted that some groups have pacing and timing locked down.Â  They already have working procedures for this stuff.Â  They can sit down at the table, decide to play for an hour (or two or four) and finish their game in close to that self-imposed time limit.Â  Those people don&#8217;t need mechanics to cover that, and chances are that such mechanics will be less optimal for their group than their evolved procedures will be. [...]</p>
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