<?xml version="1.0" encoding="utf-8"?>
<feed xml:lang="en-us" xmlns="http://www.w3.org/2005/Atom"><title>Simon Willison's Weblog: robin-walker</title><link href="http://simonwillison.net/" rel="alternate"/><link href="http://simonwillison.net/tags/robin-walker.atom" rel="self"/><id>http://simonwillison.net/</id><updated>2007-10-06T00:04:47+00:00</updated><author><name>Simon Willison</name></author><entry><title>Quoting Robin Walker</title><link href="https://simonwillison.net/2007/Oct/6/rock/#atom-tag" rel="alternate"/><published>2007-10-06T00:04:47+00:00</published><updated>2007-10-06T00:04:47+00:00</updated><id>https://simonwillison.net/2007/Oct/6/rock/#atom-tag</id><summary type="html">
    &lt;blockquote cite="http://www.rockpapershotgun.com/?p=335"&gt;&lt;p&gt;The arc of TF2 is something that's probably familiar to a lot of amateur developers or designers. When we got here the first thing we built was overly complex, very hard core, almost impenetrable to anyone who wasn't familiar with FPSs in general. And as we found as we played it, wasn't more fun because of it.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p class="cite"&gt;&amp;mdash; &lt;a href="http://www.rockpapershotgun.com/?p=335"&gt;Robin Walker&lt;/a&gt;&lt;/p&gt;

    &lt;p&gt;Tags: &lt;a href="https://simonwillison.net/tags/game-design"&gt;game-design&lt;/a&gt;, &lt;a href="https://simonwillison.net/tags/robin-walker"&gt;robin-walker&lt;/a&gt;, &lt;a href="https://simonwillison.net/tags/teamfortress2"&gt;teamfortress2&lt;/a&gt;, &lt;a href="https://simonwillison.net/tags/tf2"&gt;tf2&lt;/a&gt;, &lt;a href="https://simonwillison.net/tags/usability"&gt;usability&lt;/a&gt;, &lt;a href="https://simonwillison.net/tags/valve"&gt;valve&lt;/a&gt;&lt;/p&gt;



</summary><category term="game-design"/><category term="robin-walker"/><category term="teamfortress2"/><category term="tf2"/><category term="usability"/><category term="valve"/></entry></feed>