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	<title>Comments on: Fun Over Features &#8211; Manifesto for Agile Game Development</title>
	<atom:link href="http://www.doolwind.com/blog/fun-over-features-manifesto-for-agile-game-development/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.doolwind.com/blog/fun-over-features-manifesto-for-agile-game-development/</link>
	<description>Pragmatic Thoughts On Game Development</description>
	<lastBuildDate>Mon, 30 Aug 2010 16:41:07 +0000</lastBuildDate>
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		<title>By: david</title>
		<link>http://www.doolwind.com/blog/fun-over-features-manifesto-for-agile-game-development/comment-page-1/#comment-857</link>
		<dc:creator>david</dc:creator>
		<pubDate>Wed, 17 Mar 2010 22:06:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=470#comment-857</guid>
		<description>Hi Alistair,
I&#039;m still bemused as to what a ScrumMaster is - but i&#039;m assuming it has little to do with rugby league :)</description>
		<content:encoded><![CDATA[<p>Hi Alistair,<br />
I&#8217;m still bemused as to what a ScrumMaster is &#8211; but i&#8217;m assuming it has little to do with rugby league <img src='http://www.doolwind.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: guptan</title>
		<link>http://www.doolwind.com/blog/fun-over-features-manifesto-for-agile-game-development/comment-page-1/#comment-856</link>
		<dc:creator>guptan</dc:creator>
		<pubDate>Wed, 17 Mar 2010 14:35:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=470#comment-856</guid>
		<description>fun is a quality measure and it is subjective; how can it be measured and before release itself to find the
features:fun :: cost:benefit? using polls?</description>
		<content:encoded><![CDATA[<p>fun is a quality measure and it is subjective; how can it be measured and before release itself to find the<br />
features:fun :: cost:benefit? using polls?</p>
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		<title>By: Heather McLean</title>
		<link>http://www.doolwind.com/blog/fun-over-features-manifesto-for-agile-game-development/comment-page-1/#comment-855</link>
		<dc:creator>Heather McLean</dc:creator>
		<pubDate>Wed, 17 Mar 2010 13:34:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=470#comment-855</guid>
		<description>Looks like a sound principle to me. :) In the world of business software, I would translate this to &quot;usability over features.&quot; I.e., focus on making software that&#039;s easy for the customer and does what they want as opposed to throwing in everything and the kitchen sink in the hopes that the customer will like it. I&#039;ve seen many projects on the road to failure because the management or team wanted to add every &quot;killer feature&quot; on the list instead of paying attention to what&#039;s best for the end user.</description>
		<content:encoded><![CDATA[<p>Looks like a sound principle to me. <img src='http://www.doolwind.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  In the world of business software, I would translate this to &#8220;usability over features.&#8221; I.e., focus on making software that&#8217;s easy for the customer and does what they want as opposed to throwing in everything and the kitchen sink in the hopes that the customer will like it. I&#8217;ve seen many projects on the road to failure because the management or team wanted to add every &#8220;killer feature&#8221; on the list instead of paying attention to what&#8217;s best for the end user.</p>
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		<title>By: James Bowling</title>
		<link>http://www.doolwind.com/blog/fun-over-features-manifesto-for-agile-game-development/comment-page-1/#comment-854</link>
		<dc:creator>James Bowling</dc:creator>
		<pubDate>Wed, 17 Mar 2010 09:28:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=470#comment-854</guid>
		<description>That&#039;s an interesting way to think about it. It&#039;s easy to come up with cool feature(creep)s as we go, but thinking about some rough quantification seems like a good strategy.

I definitely want to get a simple and streamlined set of features solid and fun before going too crazy with anything else. With the project I&#039;m currently working on, I think we&#039;ve been doing a decent job of staying focused on the core fun, but still, something worth being aware of.

It does make me think to look at features more objectively, and separate out the ones that are part of the core set, from the periphery.</description>
		<content:encoded><![CDATA[<p>That&#8217;s an interesting way to think about it. It&#8217;s easy to come up with cool feature(creep)s as we go, but thinking about some rough quantification seems like a good strategy.</p>
<p>I definitely want to get a simple and streamlined set of features solid and fun before going too crazy with anything else. With the project I&#8217;m currently working on, I think we&#8217;ve been doing a decent job of staying focused on the core fun, but still, something worth being aware of.</p>
<p>It does make me think to look at features more objectively, and separate out the ones that are part of the core set, from the periphery.</p>
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