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<rss version="2.0"><channel><title>kev/null - Latest Comments in Iminlikewithyou and Game Design in the Web</title><link>http://kevnull.disqus.com/</link><description></description><language>en</language><lastBuildDate>Wed, 24 Jun 2009 15:23:43 -0000</lastBuildDate><item><title>Re: Iminlikewithyou and Game Design in the Web</title><link>http://kevnull.com/2007/05/iminlikewithyou-and-game-design-in-the-web.html#comment-11695196</link><description>I totally agree with you about Match.  I think the paid dating moguls are beginning to catch on that they have to come up with creative ways to earn money(becoming free) and to keep their members happy.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Free Online Dating</dc:creator><pubDate>Wed, 24 Jun 2009 15:23:43 -0000</pubDate></item><item><title>Re: Iminlikewithyou and Game Design in the Web</title><link>http://kevnull.com/2007/05/iminlikewithyou-and-game-design-in-the-web.html#comment-9465365</link><description>I like the idea of using some type of a competition to filter out people because dating sites are indeed mostly full of people that are not at all serious about looking for a committed relationship.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Lane</dc:creator><pubDate>Sun, 17 May 2009 00:01:13 -0000</pubDate></item><item><title>Re: Iminlikewithyou and Game Design in the Web</title><link>http://kevnull.com/2007/05/iminlikewithyou-and-game-design-in-the-web.html#comment-4921574</link><description>I'm a bit annoyed by the social networks but this one seems great. I'll give it a try too :D</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">minigames</dc:creator><pubDate>Mon, 05 Jan 2009 19:01:29 -0000</pubDate></item><item><title>Re: Iminlikewithyou and Game Design in the Web</title><link>http://kevnull.com/2007/05/iminlikewithyou-and-game-design-in-the-web.html#comment-4697456</link><description>very nice post! thank you.&lt;br&gt;but i have one complaint. you're links are soo hard to spot, couldn't you use another colour?&lt;br&gt;cheers</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">reiner</dc:creator><pubDate>Sat, 28 Jul 2007 19:47:54 -0000</pubDate></item><item><title>Re: Iminlikewithyou and Game Design in the Web</title><link>http://kevnull.com/2007/05/iminlikewithyou-and-game-design-in-the-web.html#comment-4697454</link><description>great post! I recently joined imlwy and im really enjoying it.. that full screen photo slideshow deal is sweet!</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Jesse Thomas</dc:creator><pubDate>Wed, 25 Jul 2007 15:12:43 -0000</pubDate></item><item><title>Re: Iminlikewithyou and Game Design in the Web</title><link>http://kevnull.com/2007/05/iminlikewithyou-and-game-design-in-the-web.html#comment-4697455</link><description>I was reading this and immediately wondered, why've I not been invited?!?!  Am I not likeable?!?!</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Naye</dc:creator><pubDate>Thu, 12 Jul 2007 07:40:03 -0000</pubDate></item><item><title>Re: Iminlikewithyou and Game Design in the Web</title><link>http://kevnull.com/2007/05/iminlikewithyou-and-game-design-in-the-web.html#comment-4697458</link><description>Just like Sean, I was kinda turned off when I first got invites to IILWY. I can no longer keep track of all the Internet social networks I belong to. However, your description about effort in IILWY sounds great. I'll give it a try the next invite I get.&lt;br&gt;&lt;br&gt;Thanks!</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">barce</dc:creator><pubDate>Mon, 25 Jun 2007 18:47:16 -0000</pubDate></item><item><title>Re: Iminlikewithyou and Game Design in the Web</title><link>http://kevnull.com/2007/05/iminlikewithyou-and-game-design-in-the-web.html#comment-4697460</link><description>Great analysis.  I also was a tad turned off by the name but after reading this I'm gonna go try it out.&lt;br&gt;&lt;br&gt;I especially appreciate your observation that there can be great value in imposing barriers in social contact.  A huge hole in the vision behind almost every social Web site has been this extremist "walls=bad" assumption – The unexamined conclusion that because digital networked services -can- operate without such barriers, they always -should- operate that way.   But that flies in the face of the way most humans operate in the offline world.&lt;br&gt;&lt;br&gt;I think barriers to social contact were core to what (semi-accidentally) drove Facebook's early success, and I'm interested to see what happens now that they've thrown them away...&lt;br&gt;&lt;br&gt;(Funny to think of the parallel universe of video games, whose creators have chugged along all these years embracing barriers and inventing challenges, seeing that's what players want.)&lt;br&gt;&lt;br&gt;I -still- think there's phenomenal unexplored opportunity in combining the benefits of offline barriers we all use everyday, with online social networking services... There's gold in those hills.&lt;br&gt;&lt;br&gt;Anyway I'm intrigued to hear about iilwy and look forward to checking it out.  Thanks for the writeup.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">sean savage</dc:creator><pubDate>Mon, 18 Jun 2007 20:47:28 -0000</pubDate></item><item><title>Re: Iminlikewithyou and Game Design in the Web</title><link>http://kevnull.com/2007/05/iminlikewithyou-and-game-design-in-the-web.html#comment-4697453</link><description>Charles,&lt;br&gt;&lt;br&gt;Thanks for your very detailed and thoughtful response. I'm looking forward to seeing some of the changes you mention. I'm not sure if you would want to shed the dating aspect entirely, but one thing I didn't mention was that the visual design of the site, while fun and pleasing, made me think it was targeted at teenagers and was a big reason why it took me a few weeks before I joined. Numerous others I've invited have said the same, "I don't think this site is for me."&lt;br&gt;&lt;br&gt;In any case, I could go on and on but for now, looking forward to seeing some of the changes you mentioned.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Kevin Cheng</dc:creator><pubDate>Tue, 22 May 2007 15:56:07 -0000</pubDate></item><item><title>Re: Iminlikewithyou and Game Design in the Web</title><link>http://kevnull.com/2007/05/iminlikewithyou-and-game-design-in-the-web.html#comment-4697457</link><description>Hi Kevin,&lt;br&gt;&lt;br&gt;Excellent post. You are most absolutely correct.&lt;br&gt;&lt;br&gt;We are actually in the process of revising our image. We are trying to shed the whole "dating" take on things and broaden the service to apply to everyone. Since the beginning, we never wanted to be a "dating" site. We've been been extremely happy with the way the system has been used so far. We are working very hard to accommodate everyone on the site. &lt;br&gt;&lt;br&gt;I'minlikewithyou is for everyone. Obviously, at least for now, the games are the centerpiece on the site. However, many of our users just want to browse around and look at the interesting games and the responses by other people. Its quite fun just to sit back and to watch people. &lt;br&gt;&lt;br&gt;We will be adding a good set of new features that include: much better, more interesting messaging between your friends // privacy controls for media // much better usability // as well as some other bells and whistle type features. &lt;br&gt;&lt;br&gt;Regarding inflation: you are also very correct. To be totally honest, the original design of the economy is not in place now. We thought that having too many point "sinks" or costs would be too restrictive and discourage activity, especially given the fact that we didn't know exactly how people would use the site. Now, we have a much better idea of how the economy needs to be revised. &lt;br&gt;&lt;br&gt;For example, in the very near future, when a game winner is chosen, points will be awarded to both the host and the winner. Non-winning bidders will only get a % of their bids back (though a high percentage), and the difference will be split between the host and the winner. Therefore, the winner and host are incentivized, and non-winning bidder's payed a small cost.&lt;br&gt;&lt;br&gt;Our primary objective is to make a really fun and engaging way for people to interact with each other. We are 5 people (all developers) in a small office in New York with very limited resources. Because we are small, we can adapt and make changes to iilwy as we hear feedback, which is really gratifying. We are pretty proud of what we've created so far. However, we are nowhere near our vision, and we have a lot of work to do!&lt;br&gt;&lt;br&gt;Thanks for the thoughtful post on us. We appreciate it.&lt;br&gt;&lt;br&gt;Charles Forman&lt;br&gt;iminlikewithyou // founder</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Charles Forman</dc:creator><pubDate>Sat, 19 May 2007 15:00:42 -0000</pubDate></item><item><title>Re: Iminlikewithyou and Game Design in the Web</title><link>http://kevnull.com/2007/05/iminlikewithyou-and-game-design-in-the-web.html#comment-4697451</link><description>Whoa... gSpell really screwed with my comment there...</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Dan Lurie</dc:creator><pubDate>Sat, 19 May 2007 14:16:07 -0000</pubDate></item><item><title>Re: Iminlikewithyou and Game Design in the Web</title><link>http://kevnull.com/2007/05/iminlikewithyou-and-game-design-in-the-web.html#comment-4697452</link><description>I've been looking for this kind of analysis of IILWY for a while now, and this article nails it. Great post.&lt;br&gt;&lt;br&gt;My beef with IILWY isn't the concept– I think the idea behind it is novel and interesting– but the execution.&lt;br&gt;&lt;br&gt;The site is horrifically schlow, uses all custom widgets, and breaks some fundamental interface rules. Why is it beeping at me? Oh, because its switching pictures... Isn't beeping supposed to be saved for times when I actually need to be alerted of something? Beyond the obvious gripes, the site is still pretty darn buggy.&lt;br&gt;&lt;br&gt;Its come to the point where I've stopped using the site. Maybe if they get their act together in the future, I'll re-consider.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Dan Lurie</dc:creator><pubDate>Sat, 19 May 2007 14:14:53 -0000</pubDate></item><item><title>Re: Iminlikewithyou and Game Design in the Web</title><link>http://kevnull.com/2007/05/iminlikewithyou-and-game-design-in-the-web.html#comment-4697450</link><description>I'm in like with YOU, Kevin : P (Great post ;)</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Coley</dc:creator><pubDate>Sat, 19 May 2007 04:37:22 -0000</pubDate></item><item><title>Re: Iminlikewithyou and Game Design in the Web</title><link>http://kevnull.com/2007/05/iminlikewithyou-and-game-design-in-the-web.html#comment-4697459</link><description>Wow, excellent post. And I'll attest that you got your economics right.&lt;br&gt;&lt;br&gt;I would add that point sinks aren't the only option for iilwy. They can also simply award fewer points for things to reduce the growth in their "money supply," so to speak (aka better central bank policy).  But better yet, they could set up a real economy and experiment with several alternatives to central banking, such free banking.&lt;br&gt;&lt;br&gt;Well, probably a bit off track from their goal, but an econ geek can drool at the possibilities.&lt;br&gt;&lt;br&gt;And another solution to Match.com's problem is to make the points into true currency, allowing people to accumulate them (and perhaps earn interest), and also allowing people to set the price of points it takes to message them (don't these places hire economists? sheesh).</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fling93</dc:creator><pubDate>Sat, 19 May 2007 03:14:26 -0000</pubDate></item></channel></rss>