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	<title>Mistbound &#187; chess</title>
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		<title>Greed Corp&#8217;s got game, according to GotGame</title>
		<link>http://www.mistbound.com/community/2010/01/21/greed-corps-got-game-according-to-gotgame/</link>
		<comments>http://www.mistbound.com/community/2010/01/21/greed-corps-got-game-according-to-gotgame/#comments</comments>
		<pubDate>Thu, 21 Jan 2010 16:20:10 +0000</pubDate>
		<dc:creator>Nikki Kuppens</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[chess]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[gotgame]]></category>
		<category><![CDATA[greed corp]]></category>
		<category><![CDATA[maps]]></category>
		<category><![CDATA[matches]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[strategies]]></category>

		<guid isPermaLink="false">http://www.mistbound.com/community/?p=251</guid>
		<description><![CDATA[GotGame&#8217;s Chris P took a look at Greed Corp during our visit to his place last Monday. This is what he had to say. I’m genuinely excited to try Greed Corp out firsthand because matches don’t last much longer than fifteen minutes, and the possibility of four-player multiplayer creates a lot of matches over a shorter [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-253" title="GotGame" src="http://www.mistbound.com/community/wp-content/uploads/gotgame.jpg" alt="" width="200" height="200" />GotGame&#8217;s Chris P took a look at Greed Corp during our visit to his place last Monday. <a href="http://news.gotgame.com/greed-corp-preview/38234/">This is what he had to say</a>.</p>
<blockquote><p>I’m genuinely excited to try Greed Corp out firsthand because matches don’t last much longer than fifteen minutes, and the possibility of four-player multiplayer creates a lot of matches over a shorter period of time. The quick, chess-like gameplay is what drew me into the game because I kept thinking of different strategies over the maps that I was shown. &#8211; <span>Chris P, GotGame</span></p></blockquote>
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		<title>You are invited!</title>
		<link>http://www.mistbound.com/community/2010/01/12/you-are-invited/</link>
		<comments>http://www.mistbound.com/community/2010/01/12/you-are-invited/#comments</comments>
		<pubDate>Tue, 12 Jan 2010 09:46:30 +0000</pubDate>
		<dc:creator>Harry van Mierloo</dc:creator>
				<category><![CDATA[Developers]]></category>
		<category><![CDATA[accessible]]></category>
		<category><![CDATA[chess]]></category>
		<category><![CDATA[depth]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[greed corp]]></category>
		<category><![CDATA[mechanics]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[philosophy]]></category>
		<category><![CDATA[social]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[tactics]]></category>
		<category><![CDATA[turn-based]]></category>

		<guid isPermaLink="false">http://www.mistbound.com/community/?p=115</guid>
		<description><![CDATA[I love the social interaction between people sitting on the couch at home, playing a game together. Who hasn&#8217;t enjoyed the satisfaction of defeating your friends in Mario Kart, or receiving all your brother&#8217;s money in Monopoly, followed by a friendly grin? Although I like all the online possibilities of modern games, playing against online [...]]]></description>
			<content:encoded><![CDATA[<p>I  love the social interaction between people sitting on the couch at home, playing  a game together. Who hasn&#8217;t enjoyed the satisfaction of defeating your friends  in Mario Kart, or receiving all your brother&#8217;s money in  Monopoly, followed by a friendly grin? Although I like all the online  possibilities of modern games, playing against online opponents is a different  multiplayer experience than playing against someone sitting directly next to  you. Not worse or better, just different. However, this does not mean that  offline and online multiplayer modes should be strictly separated.</p>
<p>A human  opponent remains a human opponent in the end, independent of his/her physical  location. In Greed Corp we wanted to offer plenty of options to facilitate a  decent &#8220;living room&#8221; experience, while making it very easy for online opponents  to join as well. The flexibility in the Game Room is a direct result of  this philosophy. Next to that, we didn&#8217;t want you to require more hardware than  necessary. Why would you need four controllers if you are playing a turn-based  game? So if you have one friend in another country and two on the couch next to  you, you can all play together, even if you only have one controller per  console.</p>
<p><img class="alignnone size-full wp-image-214" title="Game Room design" src="http://www.mistbound.com/community/wp-content/uploads/dev_gameroom.jpg" alt="" width="630" height="415" /></p>
<p>Many  strategy games are complex because a player has to master a lot of strategic  options before they can figure out the best way to defeat an opponent. Often a  lot of time needs to be invested before you can actually start making strategic  decisions that really make sense. Although some players love this kind of  complexity, it does not make a game very accessible for new players or players  with limited time. We didn&#8217;t want Greed Corp to be complex because of the amount  of options, it should be complex in finding a strategy that&#8217;s smarter than the one  of your opponent. If a new player starts with Greed Corp, he should be able to  start thinking about tactics right away, and not lose much time by learning all  the options in the game first. We’ve kept the amount of possible actions you can perform very limited, while not sacrificing strategic depth, like in a chess  game. We wanted to prevent players having to make complex calculations before they can decide if moving a walker is wise or not. The mechanics should be  transparent, the winning strategy should not.</p>
<p>Six attacking walkers will always  beat five defending walkers, leaving one walker alive for the attacker on his newly  captured tile. But deciding whether or not it&#8217;s wise to attack in the first  place, that&#8217;s the part where strategic thinking shows up. It&#8217;s all about using  the right weapon at the right time at the right position. Because of the  land collapsing mechanic, basically every turn is played on a &#8220;different&#8221; map,  which makes thinking ahead very important. The longer you play, the more you  will discover how much depth is hidden in this mechanic. After one and a half years of  working on this game, I still haven&#8217;t found all possible strategies to win a  game. My opponents during the playtests kept surprising me with new tactics,  forcing me to adapt and come up with an even smarter tactic. I&#8217;m very curious  about all the pro tactics that will emerge from the  community!</p>
<p>I&#8217;m  looking forward to seeing you all in-game soon! You are  invited!</p>
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