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	Comments on: Collecting real life gameplay data with Parchment	</title>
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	<description>Interactive Fiction by Juhana Leinonen</description>
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		<title>
		By: Dannii		</title>
		<link>/blog/2010/06/collecting-real-life-gameplay-data-with-parchment/comment-page-1/#comment-2947</link>

		<dc:creator><![CDATA[Dannii]]></dc:creator>
		<pubDate>Mon, 19 Jul 2010 03:38:28 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=332#comment-2947</guid>

					<description><![CDATA[Please check here for my proposal: http://www.intfiction.org/forum/viewtopic.php?f=38&#038;t=1239]]></description>
			<content:encoded><![CDATA[<p>Please check here for my proposal: <a href="http://www.intfiction.org/forum/viewtopic.php?f=38&#038;t=1239" rel="nofollow ugc">http://www.intfiction.org/forum/viewtopic.php?f=38&#038;t=1239</a></p>
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		<title>
		By: David Cornelson		</title>
		<link>/blog/2010/06/collecting-real-life-gameplay-data-with-parchment/comment-page-1/#comment-2592</link>

		<dc:creator><![CDATA[David Cornelson]]></dc:creator>
		<pubDate>Fri, 25 Jun 2010 13:07:55 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=332#comment-2592</guid>

					<description><![CDATA[I implemented a similar feature in the Silverlight version of Secret Letter, although slightly differently.

I save every command and the resulting main output by location to a database with user session information. We also had a sign on screen that asked for basic information like school, location, age, and gender.

Then I created reports that allowed you to drill into any location and review commands. It&#039;s very useful to see that a particular point in the game breaks down with either guess the verb issues, or in the case of newbies, when they started to lose interest and type insane things.

I also had reports for a session, which is essentially a full transcript.

I think saving transcripts is an excellent first step, but building a detailed database of command, location, output, and any other game state information is extremely helpful for improving the final product.]]></description>
			<content:encoded><![CDATA[<p>I implemented a similar feature in the Silverlight version of Secret Letter, although slightly differently.</p>
<p>I save every command and the resulting main output by location to a database with user session information. We also had a sign on screen that asked for basic information like school, location, age, and gender.</p>
<p>Then I created reports that allowed you to drill into any location and review commands. It's very useful to see that a particular point in the game breaks down with either guess the verb issues, or in the case of newbies, when they started to lose interest and type insane things.</p>
<p>I also had reports for a session, which is essentially a full transcript.</p>
<p>I think saving transcripts is an excellent first step, but building a detailed database of command, location, output, and any other game state information is extremely helpful for improving the final product.</p>
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		<item>
		<title>
		By: Dannii		</title>
		<link>/blog/2010/06/collecting-real-life-gameplay-data-with-parchment/comment-page-1/#comment-2590</link>

		<dc:creator><![CDATA[Dannii]]></dc:creator>
		<pubDate>Fri, 25 Jun 2010 00:32:27 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=332#comment-2590</guid>

					<description><![CDATA[Cool!

I had been thinking I should write up a public summary of the discussions we&#039;d been having before on the intfic forum - this would be good to standardise so that it&#039;s not Parchment specific.

The development version of Parchment that I&#039;m slowly working on will make this easier. You&#039;ll be able to go $(document).bind(&#039;lineInput&#039;, handler) to listen in to all of the commands, without needing to hack the core source code. You could do that with another JS file, or even inline in your parchment.html.

The current proposals had only been about logging commands. Your idea to specifically log errors and library messages separately is an interesting one. We could perhaps do that by detecting Parchment based on interpreter ID... at least then nothing would happen for normal terps.]]></description>
			<content:encoded><![CDATA[<p>Cool!</p>
<p>I had been thinking I should write up a public summary of the discussions we'd been having before on the intfic forum - this would be good to standardise so that it's not Parchment specific.</p>
<p>The development version of Parchment that I'm slowly working on will make this easier. You'll be able to go $(document).bind('lineInput', handler) to listen in to all of the commands, without needing to hack the core source code. You could do that with another JS file, or even inline in your parchment.html.</p>
<p>The current proposals had only been about logging commands. Your idea to specifically log errors and library messages separately is an interesting one. We could perhaps do that by detecting Parchment based on interpreter ID... at least then nothing would happen for normal terps.</p>
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		<title>
		By: Stephen Granade		</title>
		<link>/blog/2010/06/collecting-real-life-gameplay-data-with-parchment/comment-page-1/#comment-2589</link>

		<dc:creator><![CDATA[Stephen Granade]]></dc:creator>
		<pubDate>Thu, 24 Jun 2010 20:22:33 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=332#comment-2589</guid>

					<description><![CDATA[Oh, cool. I&#039;d made a start on this with Parchment as well; you can see where I got to at http://github.com/sgranade/parchment before life swamped me a while back.

I&#039;d taken a slightly different tack so as not to need AJAX or output modifications: I was hooking into player input internal to Parchment and sending  only those commands, not the game&#039;s response, to cut down on data traffic and storage requirements at the other end.]]></description>
			<content:encoded><![CDATA[<p>Oh, cool. I'd made a start on this with Parchment as well; you can see where I got to at <a href="http://github.com/sgranade/parchment" rel="nofollow ugc">http://github.com/sgranade/parchment</a> before life swamped me a while back.</p>
<p>I'd taken a slightly different tack so as not to need AJAX or output modifications: I was hooking into player input internal to Parchment and sending  only those commands, not the game's response, to cut down on data traffic and storage requirements at the other end.</p>
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