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	<title>Comments on: Humans Are Still Hunter-Gatherers</title>
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	<link>http://radoff.com/blog/2009/05/04/humans-are-still-hunter-gatherers/</link>
	<description>Swashbuckler, adventurer, slayer of dragons, commando, storyteller, Internet entrepreneur; explorer of rabbit holes</description>
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		<title>By: Darren Torpey</title>
		<link>http://radoff.com/blog/2009/05/04/humans-are-still-hunter-gatherers/comment-page-1/#comment-3434</link>
		<dc:creator>Darren Torpey</dc:creator>
		<pubDate>Wed, 06 May 2009 04:11:04 +0000</pubDate>
		<guid isPermaLink="false">http://radoff.com/blog/?p=50#comment-3434</guid>
		<description>I&#039;ve been thinking about what it is that fundamentally drives us to socialize in today&#039;s world, and your post has put those thoughts back into the forefront of my mind. 

I&#039;ve been working on a design for a heavily social Facebook game. What I mean by &quot;heavily social&quot; is that the game is ultimately all about working with others. It&#039;s not that you&#039;ll invite your friends to play with you because it helps you get an achievement or simply because you&#039;re a taste-maker/salesperson who is sharing the news. You&#039;ll invite them because working with them in the game is inherently satisfying.

Or that&#039;s the idea, anyway. The question I&#039;ve been mulling over for the last few days is this: if the point of the game isn&#039;t to relax, experience a power fantasy, or &quot;just have fun&quot; (as is the case for most videogames), then what *is* the point and most importantly: will it be compelling?

Your thoughts here suggest to me that I might want to attempt to tap in to our hunter-gatherer mindset to find social interactions that are inherently satisfying and that feel meaningful to explore with others.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been thinking about what it is that fundamentally drives us to socialize in today&#8217;s world, and your post has put those thoughts back into the forefront of my mind. </p>
<p>I&#8217;ve been working on a design for a heavily social Facebook game. What I mean by &#8220;heavily social&#8221; is that the game is ultimately all about working with others. It&#8217;s not that you&#8217;ll invite your friends to play with you because it helps you get an achievement or simply because you&#8217;re a taste-maker/salesperson who is sharing the news. You&#8217;ll invite them because working with them in the game is inherently satisfying.</p>
<p>Or that&#8217;s the idea, anyway. The question I&#8217;ve been mulling over for the last few days is this: if the point of the game isn&#8217;t to relax, experience a power fantasy, or &#8220;just have fun&#8221; (as is the case for most videogames), then what *is* the point and most importantly: will it be compelling?</p>
<p>Your thoughts here suggest to me that I might want to attempt to tap in to our hunter-gatherer mindset to find social interactions that are inherently satisfying and that feel meaningful to explore with others.</p>
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