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	<title>Comments on: The Evolution of Battle</title>
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	<link>http://thedigitalcowboys.com/2009/10/the-evolution-of-battle/</link>
	<description>Unbridled, uncensored views on the world of video gaming.</description>
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		<title>By: Steven Jones</title>
		<link>http://thedigitalcowboys.com/2009/10/the-evolution-of-battle/comment-page-1/#comment-495</link>
		<dc:creator>Steven Jones</dc:creator>
		<pubDate>Tue, 27 Oct 2009 00:19:58 +0000</pubDate>
		<guid isPermaLink="false">http://thedigitalcowboys.com/?p=754#comment-495</guid>
		<description>The fund aspect you mention is something i was thinking about, in much the same way as in the table top days you would build a &#039;1000 point army&#039; or whatever and pit it against other &#039;1000 point armies&#039;, how you spend the points would dictate your strategy, and ultimately how you would win the campaign.
NATAL does open up some other approaches, I considered breaking this article into two parts to outline how NATAL, if it&#039;s absolutely everything they say it is, could over come most of the interface difficulties by supplementing the controller with both gesture and voice commands, however decided to stay focused on what could be done with how things are right now. Good insights though both of you :)</description>
		<content:encoded><![CDATA[<p>The fund aspect you mention is something i was thinking about, in much the same way as in the table top days you would build a &#8217;1000 point army&#8217; or whatever and pit it against other &#8217;1000 point armies&#8217;, how you spend the points would dictate your strategy, and ultimately how you would win the campaign.</p>
<p>NATAL does open up some other approaches, I considered breaking this article into two parts to outline how NATAL, if it&#8217;s absolutely everything they say it is, could over come most of the interface difficulties by supplementing the controller with both gesture and voice commands, however decided to stay focused on what could be done with how things are right now. Good insights though both of you <img src='http://thedigitalcowboys.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: QuizzicalDemon</title>
		<link>http://thedigitalcowboys.com/2009/10/the-evolution-of-battle/comment-page-1/#comment-489</link>
		<dc:creator>QuizzicalDemon</dc:creator>
		<pubDate>Mon, 26 Oct 2009 14:22:42 +0000</pubDate>
		<guid isPermaLink="false">http://thedigitalcowboys.com/?p=754#comment-489</guid>
		<description>I enjoyed reading this Stex, I really like the idea of having a more command centric approach to a console RTS. Perhaps if people wanted some aspects of micro-management the &quot;fund&quot; could also be used to allow the player to purchase the composition of their attacking force i.e. the number and types of units, equipment, experience levels, and any support to be provided, at the beginning of each mission.
It certainly seems to me that the interface is the stumbling block of a console RTS, in particular those using a traditional controller. I&#039;ve seen some attempts to address the problem by simplifying the game, a watered down RTS if you will, but these just have the adverse effect of alienating the purist armchair general.
I was wondering if maybe Microsoft&#039;s Natal or Sony&#039;s Motion Controller would provide a better control schema for a console RTS. It could certainly open up a few new possibilities, and maybe developers would then be more willing to take a punt on (re)designing an RTS for the 360 or PS3.</description>
		<content:encoded><![CDATA[<p>I enjoyed reading this Stex, I really like the idea of having a more command centric approach to a console RTS. Perhaps if people wanted some aspects of micro-management the &#8220;fund&#8221; could also be used to allow the player to purchase the composition of their attacking force i.e. the number and types of units, equipment, experience levels, and any support to be provided, at the beginning of each mission. </p>
<p>It certainly seems to me that the interface is the stumbling block of a console RTS, in particular those using a traditional controller. I&#8217;ve seen some attempts to address the problem by simplifying the game, a watered down RTS if you will, but these just have the adverse effect of alienating the purist armchair general. </p>
<p>I was wondering if maybe Microsoft&#8217;s Natal or Sony&#8217;s Motion Controller would provide a better control schema for a console RTS. It could certainly open up a few new possibilities, and maybe developers would then be more willing to take a punt on (re)designing an RTS for the 360 or PS3.</p>
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		<title>By: Dan</title>
		<link>http://thedigitalcowboys.com/2009/10/the-evolution-of-battle/comment-page-1/#comment-474</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Fri, 23 Oct 2009 13:40:08 +0000</pubDate>
		<guid isPermaLink="false">http://thedigitalcowboys.com/?p=754#comment-474</guid>
		<description>Great Article Stex!
&#039;Real Time Command&#039; from a console would maybe be a nice rethink of how RTS Games should be played on a Console and a bit more &#039;sandbox&#039; and freedom would be nice instead of the usual &#039;destroy the other commanders base&#039; - boring.. I want world/area/map domincation, not to mess about with some lame ass minor base :P - the achievement system would fit into these kinds of games to engage people to play more too, along with your thoughts would make an addictive and funky style of game.. gogo start learning to develop games ;)</description>
		<content:encoded><![CDATA[<p>Great Article Stex!</p>
<p>&#8216;Real Time Command&#8217; from a console would maybe be a nice rethink of how RTS Games should be played on a Console and a bit more &#8216;sandbox&#8217; and freedom would be nice instead of the usual &#8216;destroy the other commanders base&#8217; &#8211; boring.. I want world/area/map domincation, not to mess about with some lame ass minor base <img src='http://thedigitalcowboys.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />  &#8211; the achievement system would fit into these kinds of games to engage people to play more too, along with your thoughts would make an addictive and funky style of game.. gogo start learning to develop games <img src='http://thedigitalcowboys.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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