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	<title>Comments on: Weed Killer</title>
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	<lastBuildDate>Sat, 01 Mar 2008 02:27:39 +0000</lastBuildDate>
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		<title>By: Eddie Vertigo</title>
		<link>http://goraiseyourgame.com/archives/137/comment-page-1#comment-673</link>
		<dc:creator>Eddie Vertigo</dc:creator>
		<pubDate>Wed, 27 Feb 2008 05:58:52 +0000</pubDate>
		<guid isPermaLink="false">http://goraiseyourgame.com/archives/137#comment-673</guid>
		<description>This would be an extremely creative horror/survival game.  You&#039;d be forced to play smart and creatively, rather than just guns blazing.  And as exciting and scary as things would be, to confront whatever&#039;s growing inside the plants sounds like it would take things to a dangerous, fast-paced level, almost making for a different gameplay experience.  I&#039;d love to try this game out!</description>
		<content:encoded><![CDATA[<p>This would be an extremely creative horror/survival game.  You&#8217;d be forced to play smart and creatively, rather than just guns blazing.  And as exciting and scary as things would be, to confront whatever&#8217;s growing inside the plants sounds like it would take things to a dangerous, fast-paced level, almost making for a different gameplay experience.  I&#8217;d love to try this game out!</p>
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		<title>By: Brian</title>
		<link>http://goraiseyourgame.com/archives/137/comment-page-1#comment-195</link>
		<dc:creator>Brian</dc:creator>
		<pubDate>Wed, 30 Jan 2008 20:09:52 +0000</pubDate>
		<guid isPermaLink="false">http://goraiseyourgame.com/archives/137#comment-195</guid>
		<description>EXACTLY you&#039;ve got it.

&quot;Logical&quot; items can be picked up and used as weapons. I just flashed on trying to use a Teapot for a weapon, LOL. Yeah, weapons ammo could be replace at a LOGICAL location obviously a gun store would have weapons and ammo. BUT remember everything is ONE USE if you waste ammo you had better have a new weapon handy. A 2x4 would be great, the crowbar in your trunk congrats. Just remember not to run away without something in your hands. I would definitely recommend the slurpy at the quickie mart, remember to thank Apu.

The Vines would be mind controlling &quot;spore&quot; factories that would be what control the people. They would of course defend themselves if attacked directly, whip like activity. But it would be a cooperative effect, that&#039;s why you would slowly allow people to recover in your area as you kill the vines. As the people recover they would be able to help you. Releasing more areas of the game to you as they recover.</description>
		<content:encoded><![CDATA[<p>EXACTLY you&#8217;ve got it.</p>
<p>&#8220;Logical&#8221; items can be picked up and used as weapons. I just flashed on trying to use a Teapot for a weapon, LOL. Yeah, weapons ammo could be replace at a LOGICAL location obviously a gun store would have weapons and ammo. BUT remember everything is ONE USE if you waste ammo you had better have a new weapon handy. A 2&#215;4 would be great, the crowbar in your trunk congrats. Just remember not to run away without something in your hands. I would definitely recommend the slurpy at the quickie mart, remember to thank Apu.</p>
<p>The Vines would be mind controlling &#8220;spore&#8221; factories that would be what control the people. They would of course defend themselves if attacked directly, whip like activity. But it would be a cooperative effect, that&#8217;s why you would slowly allow people to recover in your area as you kill the vines. As the people recover they would be able to help you. Releasing more areas of the game to you as they recover.</p>
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		<title>By: Nick Tashiro</title>
		<link>http://goraiseyourgame.com/archives/137/comment-page-1#comment-176</link>
		<dc:creator>Nick Tashiro</dc:creator>
		<pubDate>Wed, 30 Jan 2008 09:19:40 +0000</pubDate>
		<guid isPermaLink="false">http://goraiseyourgame.com/archives/137#comment-176</guid>
		<description>Wow, this sounds really fun! My only concern is regarding the irreplaceable weapons, (I tend to waste bullets like candy), however if you&#039;re thinking what I&#039;m thinking, additional ammo would still be available in logical locales (i.e: sporting goods stores). Plus you could probably make use of two-by-fours and crowbars and such. If your attackers can use any object at-hand against you, I&#039;d think it only fitting you&#039;d be able to do the same to them. Maybe you could be able to stockpile your goods/weapons in some sort of safehouse. Also, I was wondering, have the plants physically taken over the city? Like, are there massive vines creeping out of storm drains and choking high-rises and such? That&#039;d be cool. And do the plants actually attack you themselves, or do they just send their entranced human minions to do it? I&#039;d be really excited to hear what&#039;s going on inside the plants that&#039;s even worse than the organo-zombies they&#039;ve made of everyone!</description>
		<content:encoded><![CDATA[<p>Wow, this sounds really fun! My only concern is regarding the irreplaceable weapons, (I tend to waste bullets like candy), however if you&#8217;re thinking what I&#8217;m thinking, additional ammo would still be available in logical locales (i.e: sporting goods stores). Plus you could probably make use of two-by-fours and crowbars and such. If your attackers can use any object at-hand against you, I&#8217;d think it only fitting you&#8217;d be able to do the same to them. Maybe you could be able to stockpile your goods/weapons in some sort of safehouse. Also, I was wondering, have the plants physically taken over the city? Like, are there massive vines creeping out of storm drains and choking high-rises and such? That&#8217;d be cool. And do the plants actually attack you themselves, or do they just send their entranced human minions to do it? I&#8217;d be really excited to hear what&#8217;s going on inside the plants that&#8217;s even worse than the organo-zombies they&#8217;ve made of everyone!</p>
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		<title>By: Brian</title>
		<link>http://goraiseyourgame.com/archives/137/comment-page-1#comment-114</link>
		<dc:creator>Brian</dc:creator>
		<pubDate>Sun, 27 Jan 2008 23:15:51 +0000</pubDate>
		<guid isPermaLink="false">http://goraiseyourgame.com/archives/137#comment-114</guid>
		<description>Thanks for the reply Stephen Ratkovich.

Yeah, cause/effect isn&#039;t something that most games have. That&#039;s what would be a big &#039;KEYSTONE&#039; of this game. I actually was thinking of keeping in-game knowledge so that the player doesn&#039;t get too much knowledge just enough to keep going and keep the suspense high. I don&#039;t want the player to know what&#039;s coming next and be able to &#039;PREPARE&#039; for it. That&#039;s the main point of the game. The game is intended to be EXTREMELY DIFFICULT. It&#039;s got elements of PUZZLES, SUSPENSE, and I would hope a RANDOM ability that would allow for maximum replay ability without ever handling a situation in the same way. Setting up a game like this just leaves people with more questions than answers and if your like me would draw you into the game looking for more and more options trying to find anything that I missed.

No, the &quot;WEEDS&quot; on the surface would be just the beginning. The main question would be &quot;How do the weeds control people?&quot; &quot;Where did they come from?&quot; &quot;What are the doing?&quot; &quot;Why here, why NOW?&quot;</description>
		<content:encoded><![CDATA[<p>Thanks for the reply Stephen Ratkovich.</p>
<p>Yeah, cause/effect isn&#8217;t something that most games have. That&#8217;s what would be a big &#8216;KEYSTONE&#8217; of this game. I actually was thinking of keeping in-game knowledge so that the player doesn&#8217;t get too much knowledge just enough to keep going and keep the suspense high. I don&#8217;t want the player to know what&#8217;s coming next and be able to &#8216;PREPARE&#8217; for it. That&#8217;s the main point of the game. The game is intended to be EXTREMELY DIFFICULT. It&#8217;s got elements of PUZZLES, SUSPENSE, and I would hope a RANDOM ability that would allow for maximum replay ability without ever handling a situation in the same way. Setting up a game like this just leaves people with more questions than answers and if your like me would draw you into the game looking for more and more options trying to find anything that I missed.</p>
<p>No, the &#8220;WEEDS&#8221; on the surface would be just the beginning. The main question would be &#8220;How do the weeds control people?&#8221; &#8220;Where did they come from?&#8221; &#8220;What are the doing?&#8221; &#8220;Why here, why NOW?&#8221;</p>
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		<title>By: Stephen Ratkovich</title>
		<link>http://goraiseyourgame.com/archives/137/comment-page-1#comment-101</link>
		<dc:creator>Stephen Ratkovich</dc:creator>
		<pubDate>Sat, 26 Jan 2008 19:40:04 +0000</pubDate>
		<guid isPermaLink="false">http://goraiseyourgame.com/archives/137#comment-101</guid>
		<description>The idea of cause and effect is brilliant.  Finally a game that reflects the real world intertwined with a fantasy world full of weeds.  I just hope that the story is decent otherwise it&#039;ll feel like a side quest for a bigger game.  Addressing how the evil plants got there and what their intent is (hopefully not just take over the world) are musts!</description>
		<content:encoded><![CDATA[<p>The idea of cause and effect is brilliant.  Finally a game that reflects the real world intertwined with a fantasy world full of weeds.  I just hope that the story is decent otherwise it&#8217;ll feel like a side quest for a bigger game.  Addressing how the evil plants got there and what their intent is (hopefully not just take over the world) are musts!</p>
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	<item>
		<title>By: Brian</title>
		<link>http://goraiseyourgame.com/archives/137/comment-page-1#comment-90</link>
		<dc:creator>Brian</dc:creator>
		<pubDate>Sat, 26 Jan 2008 00:04:39 +0000</pubDate>
		<guid isPermaLink="false">http://goraiseyourgame.com/archives/137#comment-90</guid>
		<description>First, thanks for the comment. It&#039;s good to see that someone liked the concept.

Second, I get exactly what your talking about but as a game like this would almost have to have multiple ways to do the same task. IE: Want to get into the small town hunting store, but shot the attendant in the head earlier, well, what about driving a truck threw the store window.

Basically you would have to make pretty much everything a destructible environment just to make most of this game possible. With it being so open ended in how to do things, just killing one guy could toss the entire thing into chaos like you said. But that&#039;s the point of the game Cause/Effect. LOL.</description>
		<content:encoded><![CDATA[<p>First, thanks for the comment. It&#8217;s good to see that someone liked the concept.</p>
<p>Second, I get exactly what your talking about but as a game like this would almost have to have multiple ways to do the same task. IE: Want to get into the small town hunting store, but shot the attendant in the head earlier, well, what about driving a truck threw the store window.</p>
<p>Basically you would have to make pretty much everything a destructible environment just to make most of this game possible. With it being so open ended in how to do things, just killing one guy could toss the entire thing into chaos like you said. But that&#8217;s the point of the game Cause/Effect. LOL.</p>
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		<title>By: sam</title>
		<link>http://goraiseyourgame.com/archives/137/comment-page-1#comment-70</link>
		<dc:creator>sam</dc:creator>
		<pubDate>Fri, 25 Jan 2008 18:01:38 +0000</pubDate>
		<guid isPermaLink="false">http://goraiseyourgame.com/archives/137#comment-70</guid>
		<description>I love it! Fun plot, and the concept of living with the consequences of your actions is a great twist that hasn&#039;t been explored much in games to date. Of course the trick is to make the game fun/possible even if you make some mistakes. You wouldn&#039;t want to leave players halfway through the game with no way to continue because they ran over the biologist who knew that sea turtles love to eat this type of plant. It would be a complicated balancing act. Done well, it would be a rich/fun game to play!</description>
		<content:encoded><![CDATA[<p>I love it! Fun plot, and the concept of living with the consequences of your actions is a great twist that hasn&#8217;t been explored much in games to date. Of course the trick is to make the game fun/possible even if you make some mistakes. You wouldn&#8217;t want to leave players halfway through the game with no way to continue because they ran over the biologist who knew that sea turtles love to eat this type of plant. It would be a complicated balancing act. Done well, it would be a rich/fun game to play!</p>
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