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	<title>《合谋（Cabal）:Valve开发半条命（Half-Life）中所使用的设计流程（上）》的评论</title>
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	<description>独立游戏制作、理论与发现</description>
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		<title>作者：Unread Message - 1.65 BTC from exchange. Accept funds &#62; https://graph.org/Get-your-BTC-09-04?hs=f37994f5cbba70083ccf909537654696&#38;</title>
		<link>http://beaconguide.me/cabal-halflife/#comment-153004</link>
		<dc:creator><![CDATA[Unread Message - 1.65 BTC from exchange. Accept funds &#62; https://graph.org/Get-your-BTC-09-04?hs=f37994f5cbba70083ccf909537654696&#38;]]></dc:creator>
		<pubDate>Wed, 22 Oct 2025 14:43:36 +0000</pubDate>
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		<description><![CDATA[9rr1z6]]></description>
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		<title>作者：SECURITY ALERT: Suspicious transaction of 0.9 BTC. Block? &#62; https://graph.org/COLLECT-BTC-07-23?hs=f37994f5cbba70083ccf909537654696&#38;</title>
		<link>http://beaconguide.me/cabal-halflife/#comment-149317</link>
		<dc:creator><![CDATA[SECURITY ALERT: Suspicious transaction of 0.9 BTC. Block? &#62; https://graph.org/COLLECT-BTC-07-23?hs=f37994f5cbba70083ccf909537654696&#38;]]></dc:creator>
		<pubDate>Sat, 26 Jul 2025 20:45:39 +0000</pubDate>
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		<title>作者：沈捷翔</title>
		<link>http://beaconguide.me/cabal-halflife/#comment-129116</link>
		<dc:creator><![CDATA[沈捷翔]]></dc:creator>
		<pubDate>Thu, 01 Feb 2024 10:29:43 +0000</pubDate>
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		<description><![CDATA[从JesseSchell 游戏设计艺术 中 找到 Ken Birdwell 半条命的 关键词找到这里]]></description>
		<content:encoded><![CDATA[<p>从JesseSchell 游戏设计艺术 中 找到 Ken Birdwell 半条命的 关键词找到这里</p>
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		<title>作者：J_Lu</title>
		<link>http://beaconguide.me/cabal-halflife/#comment-220</link>
		<dc:creator><![CDATA[J_Lu]]></dc:creator>
		<pubDate>Fri, 17 Apr 2015 10:17:41 +0000</pubDate>
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		<description><![CDATA[嗯！]]></description>
		<content:encoded><![CDATA[<p>嗯！</p>
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		<title>作者：Mu</title>
		<link>http://beaconguide.me/cabal-halflife/#comment-163</link>
		<dc:creator><![CDATA[Mu]]></dc:creator>
		<pubDate>Fri, 10 Apr 2015 05:20:06 +0000</pubDate>
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		<description><![CDATA[非常赞同关卡设计上，让玩家的失败归咎于玩家自己，的概念。在很多需要即时反应的游戏中都曾出现过这种粗糙的设计，当玩家失败的时候玩家破口大骂“WTF! I didn&#039;t see it! Oh, Com&#039;on!”多半是玩家对这种设计的反馈。]]></description>
		<content:encoded><![CDATA[<p>非常赞同关卡设计上，让玩家的失败归咎于玩家自己，的概念。在很多需要即时反应的游戏中都曾出现过这种粗糙的设计，当玩家失败的时候玩家破口大骂“WTF! I didn&#8217;t see it! Oh, Com&#8217;on!”多半是玩家对这种设计的反馈。</p>
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