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	<title>Crystal&#039;s Research Blog &#187; Game Design</title>
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	<description>Sharing my journey to mastery...</description>
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		<title>The Rules as Law</title>
		<link>http://retroturtle.net/Research/2013/07/the-rules-as-law/</link>
		<comments>http://retroturtle.net/Research/2013/07/the-rules-as-law/#comments</comments>
		<pubDate>Sat, 27 Jul 2013 00:56:59 +0000</pubDate>
		<dc:creator><![CDATA[Crystal McLaughlin]]></dc:creator>
				<category><![CDATA[Game Mechanics]]></category>
		<category><![CDATA[Rules]]></category>
		<category><![CDATA[Theory]]></category>
		<category><![CDATA[Baseball]]></category>
		<category><![CDATA[Contest]]></category>
		<category><![CDATA[Law]]></category>
		<category><![CDATA[Major League Baseball]]></category>
		<category><![CDATA[MLB]]></category>
		<category><![CDATA[Pine Tar Incident]]></category>
		<category><![CDATA[Playing by the rules]]></category>
		<category><![CDATA[Referee]]></category>
		<category><![CDATA[Sport]]></category>
		<category><![CDATA[Umpire]]></category>

		<guid isPermaLink="false">http://retroturtle.net/Research/?p=59</guid>
		<description><![CDATA[Games and sports have many things in common, in particular rules. A game requires rules to maintain order and construct boundaries. The enjoyment of games and sports often comes from]]></description>
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		<title>Rewards. Means I get a trophy right?</title>
		<link>http://retroturtle.net/Research/2013/07/rewards-means-i-get-a-trophy-right/</link>
		<comments>http://retroturtle.net/Research/2013/07/rewards-means-i-get-a-trophy-right/#comments</comments>
		<pubDate>Sat, 20 Jul 2013 10:18:32 +0000</pubDate>
		<dc:creator><![CDATA[Crystal McLaughlin]]></dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Game Mechanics]]></category>
		<category><![CDATA[Theory]]></category>
		<category><![CDATA[Bartle Player Types]]></category>
		<category><![CDATA[Enjoyment]]></category>
		<category><![CDATA[Extra Credit]]></category>
		<category><![CDATA[Extrinsic]]></category>
		<category><![CDATA[Extrinsic reward systems]]></category>
		<category><![CDATA[grinding]]></category>
		<category><![CDATA[Intrinsic]]></category>
		<category><![CDATA[Motivation]]></category>
		<category><![CDATA[Penny Arcade]]></category>
		<category><![CDATA[Rewards]]></category>
		<category><![CDATA[Steam]]></category>
		<category><![CDATA[Steam Trading Cards]]></category>
		<category><![CDATA[why?]]></category>

		<guid isPermaLink="false">http://retroturtle.net/Research/?p=64</guid>
		<description><![CDATA[Rewards are a natural part of games and gamification. They appear to create the motivation to engage in a given behaviour. This is true pf many things. Most (if not]]></description>
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		<title>One card win. Discussing rarity, power and balance in CCGs</title>
		<link>http://retroturtle.net/Research/2013/06/one-card-win-discussing-rarity-power-and-balance-in-ccgs/</link>
		<comments>http://retroturtle.net/Research/2013/06/one-card-win-discussing-rarity-power-and-balance-in-ccgs/#comments</comments>
		<pubDate>Sat, 29 Jun 2013 07:47:21 +0000</pubDate>
		<dc:creator><![CDATA[Crystal McLaughlin]]></dc:creator>
				<category><![CDATA[Collection]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Game Mechanics]]></category>
		<category><![CDATA[Theory]]></category>
		<category><![CDATA[Balance]]></category>
		<category><![CDATA[Card Collections]]></category>
		<category><![CDATA[Card Games]]></category>
		<category><![CDATA[CCGs]]></category>
		<category><![CDATA[Collectible Card Games]]></category>
		<category><![CDATA[Collectible Objects]]></category>
		<category><![CDATA[Collecting]]></category>
		<category><![CDATA[Digital Addiction]]></category>
		<category><![CDATA[Fantasy games]]></category>
		<category><![CDATA[Fun]]></category>
		<category><![CDATA[International Journal of Computer Game Research]]></category>
		<category><![CDATA[Magic: The Gathering]]></category>
		<category><![CDATA[MTG]]></category>
		<category><![CDATA[Power]]></category>
		<category><![CDATA[Rarity]]></category>
		<category><![CDATA[Sanctum]]></category>
		<category><![CDATA[Trading Card Baseball]]></category>
		<category><![CDATA[Wizards of the Coast]]></category>

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		<description><![CDATA[In Rarity and Power: Balance in Collectible Object Games Ethan Ham brings to the forefront the eternal struggle game designers have for Collectible Card Games (CCGs), Balance, specifically rarity and power.]]></description>
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