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	<title>Comments for Nevermore Games (TM)</title>
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	<link>http://nevermoregames.com/blog</link>
	<description>The Official Blog</description>
	<lastBuildDate>Mon, 30 Aug 2010 20:32:10 +0000</lastBuildDate>
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		<title>Comment on How Important are Themes? by Bryan Fischer</title>
		<link>http://nevermoregames.com/blog/2010/08/how-important-are-themes/#comment-30</link>
		<dc:creator>Bryan Fischer</dc:creator>
		<pubDate>Mon, 30 Aug 2010 20:32:10 +0000</pubDate>
		<guid isPermaLink="false">http://nevermoregames.com/blog/?p=314#comment-30</guid>
		<description>Thanks for posting, Justin,

I agree with you.  A game that&#039;s all theme without strong mechanics (a card with a beautiful paint job and no engine) is worth playing (driving).  One thing I&#039;d like to note though, and perhaps I should have mentioned this in my original post, but while making games, it&#039;s amazing how the theme can take the game and change it mechanically.  You can be moving in one direction with the game (mechanically), but after applying the theme new layers of ideas (based completely on theme) can force the mechanics to adapt and change.  I find these changes make for a more robust game and better play experience.  For me, I want mechanics to make sense thematically.  If you have to discard a card to reload your gun the cards better represent money/resources as well as whatever else they represent, or it doesn&#039;t make sense.  Catch my drift (ha! car pun).</description>
		<content:encoded><![CDATA[<p>Thanks for posting, Justin,</p>
<p>I agree with you.  A game that&#8217;s all theme without strong mechanics (a card with a beautiful paint job and no engine) is worth playing (driving).  One thing I&#8217;d like to note though, and perhaps I should have mentioned this in my original post, but while making games, it&#8217;s amazing how the theme can take the game and change it mechanically.  You can be moving in one direction with the game (mechanically), but after applying the theme new layers of ideas (based completely on theme) can force the mechanics to adapt and change.  I find these changes make for a more robust game and better play experience.  For me, I want mechanics to make sense thematically.  If you have to discard a card to reload your gun the cards better represent money/resources as well as whatever else they represent, or it doesn&#8217;t make sense.  Catch my drift (ha! car pun).</p>
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		<title>Comment on How Important are Themes? by Justin Bryson</title>
		<link>http://nevermoregames.com/blog/2010/08/how-important-are-themes/#comment-28</link>
		<dc:creator>Justin Bryson</dc:creator>
		<pubDate>Mon, 30 Aug 2010 19:36:39 +0000</pubDate>
		<guid isPermaLink="false">http://nevermoregames.com/blog/?p=314#comment-28</guid>
		<description>Good post Bryan.  I really don&#039;t have much experience within the realm of board games, other than the times I&#039;ve played them with friends.


I do believe this though:

The mechanics of the game are kind of like a car engine.  It makes you go, gives you limitations, or could eat all of your fuel very quickly (damn you Jeep and your low gas mileage!)

The theme is really like the shell of the car.  It looks pretty, but functionally (in simplistic terms) it really does nothing to promote performance.  That pretty color of red doesn&#039;t make your car any faster, but it WILL catch someones eye.

That being said, themes kinda bring the whole thing together.  I suppose it is the mortar between the bricks that build the wall.  It also lets us imagine that we are participating in that theme, and makes the logical flow of the game a bit more rewarding.

I suppose my point is, without the right engine, the looks of your car don&#039;t really mean a whole lot.  Dodge Viper with a 2-cylinder? Nope.</description>
		<content:encoded><![CDATA[<p>Good post Bryan.  I really don&#8217;t have much experience within the realm of board games, other than the times I&#8217;ve played them with friends.</p>
<p>I do believe this though:</p>
<p>The mechanics of the game are kind of like a car engine.  It makes you go, gives you limitations, or could eat all of your fuel very quickly (damn you Jeep and your low gas mileage!)</p>
<p>The theme is really like the shell of the car.  It looks pretty, but functionally (in simplistic terms) it really does nothing to promote performance.  That pretty color of red doesn&#8217;t make your car any faster, but it WILL catch someones eye.</p>
<p>That being said, themes kinda bring the whole thing together.  I suppose it is the mortar between the bricks that build the wall.  It also lets us imagine that we are participating in that theme, and makes the logical flow of the game a bit more rewarding.</p>
<p>I suppose my point is, without the right engine, the looks of your car don&#8217;t really mean a whole lot.  Dodge Viper with a 2-cylinder? Nope.</p>
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		<title>Comment on Monument Avenue Prototype Pics by Okie</title>
		<link>http://nevermoregames.com/blog/2010/08/monument-avenue-prototype-pics/#comment-27</link>
		<dc:creator>Okie</dc:creator>
		<pubDate>Thu, 26 Aug 2010 23:46:50 +0000</pubDate>
		<guid isPermaLink="false">http://nevermoregames.com/blog/?p=303#comment-27</guid>
		<description>Sweet!</description>
		<content:encoded><![CDATA[<p>Sweet!</p>
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		<title>Comment on Intrigue by Bryan Fischer</title>
		<link>http://nevermoregames.com/blog/2010/07/bring-your-evil-grin/#comment-26</link>
		<dc:creator>Bryan Fischer</dc:creator>
		<pubDate>Mon, 23 Aug 2010 15:35:17 +0000</pubDate>
		<guid isPermaLink="false">http://nevermoregames.com/blog/?p=115#comment-26</guid>
		<description>I know right?  Fantastic!

We&#039;re expecting Lifeboats to arrive sometime soon.  Thanks for the suggestion.  Griefing can be great.</description>
		<content:encoded><![CDATA[<p>I know right?  Fantastic!</p>
<p>We&#8217;re expecting Lifeboats to arrive sometime soon.  Thanks for the suggestion.  Griefing can be great.</p>
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		<title>Comment on Intrigue by daniel</title>
		<link>http://nevermoregames.com/blog/2010/07/bring-your-evil-grin/#comment-25</link>
		<dc:creator>daniel</dc:creator>
		<pubDate>Mon, 23 Aug 2010 14:21:31 +0000</pubDate>
		<guid isPermaLink="false">http://nevermoregames.com/blog/?p=115#comment-25</guid>
		<description>One of the most HEATED evenings of gameplay ever with our group. There was backstabbing, weak alliances, cursing, and faces red with rage. So much fun. Be sure to try Lifeboats for more of the same..</description>
		<content:encoded><![CDATA[<p>One of the most HEATED evenings of gameplay ever with our group. There was backstabbing, weak alliances, cursing, and faces red with rage. So much fun. Be sure to try Lifeboats for more of the same..</p>
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		<title>Comment on Premium Print and Play? by Bryan Fischer</title>
		<link>http://nevermoregames.com/blog/2010/08/print-and-play/#comment-24</link>
		<dc:creator>Bryan Fischer</dc:creator>
		<pubDate>Wed, 18 Aug 2010 02:02:53 +0000</pubDate>
		<guid isPermaLink="false">http://nevermoregames.com/blog/?p=287#comment-24</guid>
		<description>Thanks, Jason.  And definitely noted.  The idea of creating a separate version for print-friendly PnP games is interesting.  I&#039;m curious as to how many people would prefer to have a version that would have less colors and non-fancy borders vs. final game graphics for their PnP purchase.

You might be right though - it does give an incentive for upgrade, but more importantly I&#039;m interested in getting our games out there, building up a reputation, etc.  I definitely think you have a nugget there for me though, so I&#039;m going to add that to the mix and figure out what we can do.  Thanks for your input!</description>
		<content:encoded><![CDATA[<p>Thanks, Jason.  And definitely noted.  The idea of creating a separate version for print-friendly PnP games is interesting.  I&#8217;m curious as to how many people would prefer to have a version that would have less colors and non-fancy borders vs. final game graphics for their PnP purchase.</p>
<p>You might be right though &#8211; it does give an incentive for upgrade, but more importantly I&#8217;m interested in getting our games out there, building up a reputation, etc.  I definitely think you have a nugget there for me though, so I&#8217;m going to add that to the mix and figure out what we can do.  Thanks for your input!</p>
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