<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Not Now Kid, I&#8217;m Playing My Stories</title>
	<atom:link href="http://corvus.zakelro.com/2005/07/not-now-kid-im-playing-my-stories/feed/" rel="self" type="application/rss+xml" />
	<link>http://corvus.zakelro.com/2005/07/not-now-kid-im-playing-my-stories/</link>
	<description>hoc ludite quasi carmen</description>
	<lastBuildDate>Wed, 28 Jul 2010 21:10:11 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=abc</generator>
	<item>
		<title>By: Unfettered Blather &#187; Carnival of Gamers V</title>
		<link>http://corvus.zakelro.com/2005/07/not-now-kid-im-playing-my-stories/#comment-2668</link>
		<dc:creator>Unfettered Blather &#187; Carnival of Gamers V</dc:creator>
		<pubDate>Wed, 22 Feb 2006 03:15:35 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=180#comment-2668</guid>
		<description>[...] Over at Man Bytes Blog, Corvus never fails to bring an unconventional and fresh outlook on video game design with his submission &#8220;Not Now Kid, I’m Playing My Stories&#8221;. Yes, I really did have to use his exact title. [...]</description>
		<content:encoded><![CDATA[<p>[...] Over at Man Bytes Blog, Corvus never fails to bring an unconventional and fresh outlook on video game design with his submission &#8220;Not Now Kid, I’m Playing My Stories&#8221;. Yes, I really did have to use his exact title. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Keith</title>
		<link>http://corvus.zakelro.com/2005/07/not-now-kid-im-playing-my-stories/#comment-516</link>
		<dc:creator>Keith</dc:creator>
		<pubDate>Sun, 14 Aug 2005 19:13:57 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=180#comment-516</guid>
		<description>Perhaps I should break up my references to story, make some distinction like story and narrative. as I said,  I&#039;m not anti-story,  but there is story and then there is intrusive structure.  But anyway I think I make my passionate points.  I love this blog.</description>
		<content:encoded><![CDATA[<p>Perhaps I should break up my references to story, make some distinction like story and narrative. as I said,  I&#8217;m not anti-story,  but there is story and then there is intrusive structure.  But anyway I think I make my passionate points.  I love this blog.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2005/07/not-now-kid-im-playing-my-stories/#comment-515</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Sun, 14 Aug 2005 19:04:56 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=180#comment-515</guid>
		<description>Trust me, Keith.  My audience tends to be hard to offend.  I&#039;ve tested that theory relatively thoroughly, believe me.  *nirg*

I find some points of your argument contradictory, but that&#039;s because I think your definition of story changes throughout your comment.  I&#039;d reply here, but then who would really read it?  Not very many people.  Expect to be heavily quoted in a post early this week!</description>
		<content:encoded><![CDATA[<p>Trust me, Keith.  My audience tends to be hard to offend.  I&#8217;ve tested that theory relatively thoroughly, believe me.  *nirg*</p>
<p>I find some points of your argument contradictory, but that&#8217;s because I think your definition of story changes throughout your comment.  I&#8217;d reply here, but then who would really read it?  Not very many people.  Expect to be heavily quoted in a post early this week!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Keith</title>
		<link>http://corvus.zakelro.com/2005/07/not-now-kid-im-playing-my-stories/#comment-514</link>
		<dc:creator>Keith</dc:creator>
		<pubDate>Sun, 14 Aug 2005 18:56:18 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=180#comment-514</guid>
		<description>I&#039;m sorry, I&#039;ve gotta come back at this and babble insanely.  I am sure I will offend or aggravate some.  But please be clear that I am not saying that story doesn&#039;t matter,  rather I am arguing that story must not, under any circumstance, be given primary control of the reigns - 

To quote from Gamasutra article - &quot;Now, the notion that story doesn&#039;t matter is worst with the industry old-timers. &quot;Just repeat that 30 seconds of gameplay, and you&#039;ve got it,&quot; I&#039;ve heard. Or worse: &quot;We&#039;ve never had to worry about of that story stuff before.&quot;

&quot;Maybe that&#039;s okay for a small audience of addicted gamers, but the new charter for platforms like Xbox 360 is to appeal to a mass audience, not necessarily people who have even played games before. That means that if games are ever to rise to the level of universal cultural experiences, the way movies have, we have to figure out the same story problems movies did in the last century.&quot;

Sorry,  but this is the road to allowing this art form to transmogrify into the equivalent of the worst of what Hollywood stands for.  Games are already a universal cultural experience,  and will become even more &quot;universal&quot; as the older folks - who will never play games the way they watch TV - die off and are replaced with a population who has never known a day without videogames.  

If the argument is to change the basic structure of games so that a &quot;mass audience&quot; can love them...  well,  what do we want here?  To what extent are we going to slave the game experience to the story instead of the other way around - as it should be? For what? To attract these people who don&#039;t already want to play videogames?  How much more money does the industry need to make? Do you want a major component of the design process of the next &#039;God of War&#039; to be &quot;How do we get 40 something soccer moms to want to play this game?&quot;

Is it time to inject into Madden 2008 mandatory reversals,  where your star quarterback is taken from you near the end of the season and given to a rival team because it fits the needs of the STORY? (read: the needs of the author to tell HIS story rather than for you to tell YOURS.)  

Yes, story matters in (some but not all) videogames,  but it&#039;s not the story THEY want to tell,  rather it&#039;s the story you create as you play.

I hate to beat up on any product in particular (but this example is so successful it doesn&#039;t matter) - the perfect example of &quot;going Hollywood&quot; is the comparison between Halo and Halo 2.  

Halo 1 was a radiant piece of art,  it put you into the experience and let you do what you&#039;d always wanted to do.  It wasn&#039;t the story that made the game special,  the story was well done and served to enhance the experience almost perfectly - but it was &quot;Robocop and the Space Marines from Aliens vs. Predators and Zombies on Larry Niven&#039;s Ringworld&quot;.  

What made Halo 1 great was that the game placed you into an internally consistent world where you are given the freedom to solve the game&#039;s problems, within the construct of the game, in your own way and only according to your abilities.  The game world would respond as you might expect it to were you actually in that situation.  When you faced the end of a level - there was no Boss character,  rather you had a slew of enemies in fortified positions with tank and air cover.  When you faced a &#039;race&#039; situation - saving Marines in level 2 or the race against time before the reactor of your ship exploded - you had a real race,  you could lose,  it mattered.

In Halo 2,  what do we have?  Well,  aside from its saving grace of being the current best online multiplayer shooter from a technical standpoint, you had a game that went Hollywood.  It slaved the game to the story.  

Halo 2 gives us Bosses a&#039;la Wolfenstein3D&#039;s Mecha Hitler.  Characters that should, were the world consistent, been weaklings and yet they are tougher than the toughest Elite or Hunter - or GROUPS of Elites.  When you chase after the Prophet,  you can&#039;t lose him.  You can wander around lost for 15 minutes and then suddenly - bam - you are right on his tail again.   You can&#039;t lose that race.  Why?  Heck,  you&#039;ve even got doors that won&#039;t open until all the enemies in the room are dead.  Do you remember that in the original title?  Me neither.  The first game give us mysterious aliens that serve as the perfect backdrop for our experience.  The second destroys the mystery and tells us ( we don&#039;t discover - we are told) all about these now english-fluent creatures.  

Why were all of these things done that were not done in the first game?  These design issues were perpetrated in service to the story.  With Halo 1 the designers felt if they created a kickass videogame that players would love it.  For Halo 2 they felt they needed to continue the story,  protect the story. Their story - not yours.

And I think gamers intuitively understand this,  I think that when it comes time for Halo 3&#039;s release, unless it&#039;s more Halo 1 than Halo 2 is, that Microsoft is going to find the title much less of a weapon against PS3 than they expected.

If this is where we are headed,  I&#039;ll put my faith in the hands of those old-timers whose games are still fun 20 years later, let alone 2 weeks later.  Authors don&#039;t often think about getting out of the way of the fun of the experience.  The &quot;Old Timers&quot; and those inspired by them are not concerned with directing the evolution of something millions of people love in service of the goal of making millions of other people who don&#039;t love that thing more likely to buy it.

But hey,  that&#039;s just me.</description>
		<content:encoded><![CDATA[<p>I&#8217;m sorry, I&#8217;ve gotta come back at this and babble insanely.  I am sure I will offend or aggravate some.  But please be clear that I am not saying that story doesn&#8217;t matter,  rather I am arguing that story must not, under any circumstance, be given primary control of the reigns &#8211; </p>
<p>To quote from Gamasutra article &#8211; &#8220;Now, the notion that story doesn&#8217;t matter is worst with the industry old-timers. &#8220;Just repeat that 30 seconds of gameplay, and you&#8217;ve got it,&#8221; I&#8217;ve heard. Or worse: &#8220;We&#8217;ve never had to worry about of that story stuff before.&#8221;</p>
<p>&#8220;Maybe that&#8217;s okay for a small audience of addicted gamers, but the new charter for platforms like Xbox 360 is to appeal to a mass audience, not necessarily people who have even played games before. That means that if games are ever to rise to the level of universal cultural experiences, the way movies have, we have to figure out the same story problems movies did in the last century.&#8221;</p>
<p>Sorry,  but this is the road to allowing this art form to transmogrify into the equivalent of the worst of what Hollywood stands for.  Games are already a universal cultural experience,  and will become even more &#8220;universal&#8221; as the older folks &#8211; who will never play games the way they watch TV &#8211; die off and are replaced with a population who has never known a day without videogames.  </p>
<p>If the argument is to change the basic structure of games so that a &#8220;mass audience&#8221; can love them&#8230;  well,  what do we want here?  To what extent are we going to slave the game experience to the story instead of the other way around &#8211; as it should be? For what? To attract these people who don&#8217;t already want to play videogames?  How much more money does the industry need to make? Do you want a major component of the design process of the next &#8216;God of War&#8217; to be &#8220;How do we get 40 something soccer moms to want to play this game?&#8221;</p>
<p>Is it time to inject into Madden 2008 mandatory reversals,  where your star quarterback is taken from you near the end of the season and given to a rival team because it fits the needs of the STORY? (read: the needs of the author to tell HIS story rather than for you to tell YOURS.)  </p>
<p>Yes, story matters in (some but not all) videogames,  but it&#8217;s not the story THEY want to tell,  rather it&#8217;s the story you create as you play.</p>
<p>I hate to beat up on any product in particular (but this example is so successful it doesn&#8217;t matter) &#8211; the perfect example of &#8220;going Hollywood&#8221; is the comparison between Halo and Halo 2.  </p>
<p>Halo 1 was a radiant piece of art,  it put you into the experience and let you do what you&#8217;d always wanted to do.  It wasn&#8217;t the story that made the game special,  the story was well done and served to enhance the experience almost perfectly &#8211; but it was &#8220;Robocop and the Space Marines from Aliens vs. Predators and Zombies on Larry Niven&#8217;s Ringworld&#8221;.  </p>
<p>What made Halo 1 great was that the game placed you into an internally consistent world where you are given the freedom to solve the game&#8217;s problems, within the construct of the game, in your own way and only according to your abilities.  The game world would respond as you might expect it to were you actually in that situation.  When you faced the end of a level &#8211; there was no Boss character,  rather you had a slew of enemies in fortified positions with tank and air cover.  When you faced a &#8216;race&#8217; situation &#8211; saving Marines in level 2 or the race against time before the reactor of your ship exploded &#8211; you had a real race,  you could lose,  it mattered.</p>
<p>In Halo 2,  what do we have?  Well,  aside from its saving grace of being the current best online multiplayer shooter from a technical standpoint, you had a game that went Hollywood.  It slaved the game to the story.  </p>
<p>Halo 2 gives us Bosses a&#8217;la Wolfenstein3D&#8217;s Mecha Hitler.  Characters that should, were the world consistent, been weaklings and yet they are tougher than the toughest Elite or Hunter &#8211; or GROUPS of Elites.  When you chase after the Prophet,  you can&#8217;t lose him.  You can wander around lost for 15 minutes and then suddenly &#8211; bam &#8211; you are right on his tail again.   You can&#8217;t lose that race.  Why?  Heck,  you&#8217;ve even got doors that won&#8217;t open until all the enemies in the room are dead.  Do you remember that in the original title?  Me neither.  The first game give us mysterious aliens that serve as the perfect backdrop for our experience.  The second destroys the mystery and tells us ( we don&#8217;t discover &#8211; we are told) all about these now english-fluent creatures.  </p>
<p>Why were all of these things done that were not done in the first game?  These design issues were perpetrated in service to the story.  With Halo 1 the designers felt if they created a kickass videogame that players would love it.  For Halo 2 they felt they needed to continue the story,  protect the story. Their story &#8211; not yours.</p>
<p>And I think gamers intuitively understand this,  I think that when it comes time for Halo 3&#8242;s release, unless it&#8217;s more Halo 1 than Halo 2 is, that Microsoft is going to find the title much less of a weapon against PS3 than they expected.</p>
<p>If this is where we are headed,  I&#8217;ll put my faith in the hands of those old-timers whose games are still fun 20 years later, let alone 2 weeks later.  Authors don&#8217;t often think about getting out of the way of the fun of the experience.  The &#8220;Old Timers&#8221; and those inspired by them are not concerned with directing the evolution of something millions of people love in service of the goal of making millions of other people who don&#8217;t love that thing more likely to buy it.</p>
<p>But hey,  that&#8217;s just me.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2005/07/not-now-kid-im-playing-my-stories/#comment-513</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Sun, 14 Aug 2005 18:06:50 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=180#comment-513</guid>
		<description>I think that&#039;s actually an excellent point, Keith.  One of the arguments you&#039;ll see me repeat throughout this discussion is that the real stories being told in games are being told by the audience.  In fact, in one of the posts I&#039;m working on, I define story strictly as the audience&#039;s experience of the game, whether it be a game structured around a narrative or not.</description>
		<content:encoded><![CDATA[<p>I think that&#8217;s actually an excellent point, Keith.  One of the arguments you&#8217;ll see me repeat throughout this discussion is that the real stories being told in games are being told by the audience.  In fact, in one of the posts I&#8217;m working on, I define story strictly as the audience&#8217;s experience of the game, whether it be a game structured around a narrative or not.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Keith</title>
		<link>http://corvus.zakelro.com/2005/07/not-now-kid-im-playing-my-stories/#comment-512</link>
		<dc:creator>Keith</dc:creator>
		<pubDate>Sun, 14 Aug 2005 17:37:22 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=180#comment-512</guid>
		<description>All of this discussion of games and story, I think, ignores experience.  And games as strict &#039;experience&#039;, i.e. allowing you to do something you have always wanted to do in a convincing way, are a tremendous component of the videogame world.  

Story is very important (but not primary) for many videogames but I don&#039;t want any story in some games.  For the most part, I don&#039;t want story in a racing game, or a snowboarding game, or a sports game.  It gets in the way.  Let me bring my story,  all you &quot;authors&quot; keep out of my championship season. :)</description>
		<content:encoded><![CDATA[<p>All of this discussion of games and story, I think, ignores experience.  And games as strict &#8216;experience&#8217;, i.e. allowing you to do something you have always wanted to do in a convincing way, are a tremendous component of the videogame world.  </p>
<p>Story is very important (but not primary) for many videogames but I don&#8217;t want any story in some games.  For the most part, I don&#8217;t want story in a racing game, or a snowboarding game, or a sports game.  It gets in the way.  Let me bring my story,  all you &#8220;authors&#8221; keep out of my championship season. <img src='http://corvus.zakelro.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: John Newquist</title>
		<link>http://corvus.zakelro.com/2005/07/not-now-kid-im-playing-my-stories/#comment-462</link>
		<dc:creator>John Newquist</dc:creator>
		<pubDate>Thu, 04 Aug 2005 14:46:55 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=180#comment-462</guid>
		<description>Josh: &quot;But I’m still waiting for the game which gives you the city and the characters and just lets you figure out how it ends. &quot;

Try Sid Meier&#039;s &quot;Pirates!&quot;

You may find it less appealing than you think. Then again, you may not.</description>
		<content:encoded><![CDATA[<p>Josh: &#8220;But I’m still waiting for the game which gives you the city and the characters and just lets you figure out how it ends. &#8221;</p>
<p>Try Sid Meier&#8217;s &#8220;Pirates!&#8221;</p>
<p>You may find it less appealing than you think. Then again, you may not.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2005/07/not-now-kid-im-playing-my-stories/#comment-451</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Wed, 03 Aug 2005 08:54:18 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=180#comment-451</guid>
		<description>Heyo Carnival visitors!  If you enjoyed this post, you may be interested in reading the follow up post, unimaginatively titled &lt;a href=&quot;http://blog.pjsattic.com/corvus/?p=182&quot; rel=&quot;nofollow&quot;&gt;More RPG-Story-Conflict Ruminations&lt;/a&gt;.  Thanks for stopping by!</description>
		<content:encoded><![CDATA[<p>Heyo Carnival visitors!  If you enjoyed this post, you may be interested in reading the follow up post, unimaginatively titled <a href="http://blog.pjsattic.com/corvus/?p=182" rel="nofollow">More RPG-Story-Conflict Ruminations</a>.  Thanks for stopping by!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Josh</title>
		<link>http://corvus.zakelro.com/2005/07/not-now-kid-im-playing-my-stories/#comment-425</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Fri, 29 Jul 2005 13:27:46 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=180#comment-425</guid>
		<description>Getting bored and aimlessly wandering away describes perfectly my experience with the Baldur&#039;s Gate series on the PC.</description>
		<content:encoded><![CDATA[<p>Getting bored and aimlessly wandering away describes perfectly my experience with the Baldur&#8217;s Gate series on the PC.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: peterb</title>
		<link>http://corvus.zakelro.com/2005/07/not-now-kid-im-playing-my-stories/#comment-421</link>
		<dc:creator>peterb</dc:creator>
		<pubDate>Fri, 29 Jul 2005 04:54:34 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=180#comment-421</guid>
		<description>I would argue that the best RPG published in recent years would be Kingdom of Loathing.

Think of how much of the RPG experience is obsessive-compulsive.  The &quot;treadmill&quot; isn&#039;t just something we see in online RPGs like EverQuest, it&#039;s an _essential element_ of every RPG I&#039;ve ever played.  You start with a longsword.  Then you find a longsword +1.  Later, a Murasama blade.

The funny thing, of course, is that this is the polar opposite of how combat and conflict works in real life, where generally you get the nice weaponry BEFORE you engage in combat, if you want to survive.

What I am trying to get at in my notes is that the &quot;spreadsheet model&quot; of RPGs works BECAUSE it provides a framework on which to hang the plot.  The player is content to some extent because as long as the numbers in the spreadsheet keep getting bigger, he thinks he&#039;s making progress.

The larger point I&#039;m trying to make is that this is a &quot;worse is better&quot; style solution:  it&#039;s an 80% solution.  It kinda works, but it also forecloses an entire class of narrative possibility that might -- just might -- make for more interesting role playing.  I don&#039;t know about you guys, but I&#039;m halfway through my life and I don&#039;t notice myself getting stronger or more dextrous or any better at, say, tennis.  Yet somehow things are still interesting.  

On another note, I agree 100% with Chris&#039;s observation about where the Western RPG falls on its face, which is in giving the player so much rope they just get bored and aimlessly wander away.  I didn&#039;t really discuss that in my article directly, but I should have.

-peterb</description>
		<content:encoded><![CDATA[<p>I would argue that the best RPG published in recent years would be Kingdom of Loathing.</p>
<p>Think of how much of the RPG experience is obsessive-compulsive.  The &#8220;treadmill&#8221; isn&#8217;t just something we see in online RPGs like EverQuest, it&#8217;s an _essential element_ of every RPG I&#8217;ve ever played.  You start with a longsword.  Then you find a longsword +1.  Later, a Murasama blade.</p>
<p>The funny thing, of course, is that this is the polar opposite of how combat and conflict works in real life, where generally you get the nice weaponry BEFORE you engage in combat, if you want to survive.</p>
<p>What I am trying to get at in my notes is that the &#8220;spreadsheet model&#8221; of RPGs works BECAUSE it provides a framework on which to hang the plot.  The player is content to some extent because as long as the numbers in the spreadsheet keep getting bigger, he thinks he&#8217;s making progress.</p>
<p>The larger point I&#8217;m trying to make is that this is a &#8220;worse is better&#8221; style solution:  it&#8217;s an 80% solution.  It kinda works, but it also forecloses an entire class of narrative possibility that might &#8212; just might &#8212; make for more interesting role playing.  I don&#8217;t know about you guys, but I&#8217;m halfway through my life and I don&#8217;t notice myself getting stronger or more dextrous or any better at, say, tennis.  Yet somehow things are still interesting.  </p>
<p>On another note, I agree 100% with Chris&#8217;s observation about where the Western RPG falls on its face, which is in giving the player so much rope they just get bored and aimlessly wander away.  I didn&#8217;t really discuss that in my article directly, but I should have.</p>
<p>-peterb</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Josh</title>
		<link>http://corvus.zakelro.com/2005/07/not-now-kid-im-playing-my-stories/#comment-420</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Thu, 28 Jul 2005 19:11:44 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=180#comment-420</guid>
		<description>Character interaction is distinctly the most intrusive part of story telling in an RPG format.  I spent a whole day once forming a campaign, only to waste the following next game session because none of the players would nibble on any of the hooks and spent the entire time trying to assassinate each other instead.

What can you do?

Not to harp on this one again, but I think Half-Life 2 illustrates a great crisis of story-telling.  How do you allow the player to feel immersive by presenting the main character as tabula rasa while at the same time trying make the character a vital portion of an epic story?

I still feel that, well Valve &lt;i&gt;didn&#039;t&lt;/i&gt;.  That they simply cobbled some backstory and some very loose plot elements and then let the player wander in between.  Comparatively, you have San Andreas ... where you were allowed a decent reign over what your character was like and some control over the story being told, even if it had cutscenes to solve the problem in my first paragraph.

But I&#039;m still waiting for the game which gives you the city and the characters and just lets you figure out how it ends.</description>
		<content:encoded><![CDATA[<p>Character interaction is distinctly the most intrusive part of story telling in an RPG format.  I spent a whole day once forming a campaign, only to waste the following next game session because none of the players would nibble on any of the hooks and spent the entire time trying to assassinate each other instead.</p>
<p>What can you do?</p>
<p>Not to harp on this one again, but I think Half-Life 2 illustrates a great crisis of story-telling.  How do you allow the player to feel immersive by presenting the main character as tabula rasa while at the same time trying make the character a vital portion of an epic story?</p>
<p>I still feel that, well Valve <i>didn&#8217;t</i>.  That they simply cobbled some backstory and some very loose plot elements and then let the player wander in between.  Comparatively, you have San Andreas &#8230; where you were allowed a decent reign over what your character was like and some control over the story being told, even if it had cutscenes to solve the problem in my first paragraph.</p>
<p>But I&#8217;m still waiting for the game which gives you the city and the characters and just lets you figure out how it ends.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2005/07/not-now-kid-im-playing-my-stories/#comment-418</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Thu, 28 Jul 2005 15:57:49 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=180#comment-418</guid>
		<description>I just realized that I didn&#039;t manage to chime in with my take on Chris&#039;s first point that memorable RPGs are defined by great character moments, not great plots, but I suspect you probably figured out that I whole heartedly agree without me needing to expressly say so...

Still, I&#039;ve added a little something to help the flow a little.</description>
		<content:encoded><![CDATA[<p>I just realized that I didn&#8217;t manage to chime in with my take on Chris&#8217;s first point that memorable RPGs are defined by great character moments, not great plots, but I suspect you probably figured out that I whole heartedly agree without me needing to expressly say so&#8230;</p>
<p>Still, I&#8217;ve added a little something to help the flow a little.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2005/07/not-now-kid-im-playing-my-stories/#comment-417</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Thu, 28 Jul 2005 15:17:01 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=180#comment-417</guid>
		<description>*eltrohc*  &quot;Could be argued,&quot; I said!

&lt;em&gt;I&lt;/em&gt; can&#039;t believe you don&#039;t think trying to feed an insatiable hunger isn&#039;t conflict.  *nirg*</description>
		<content:encoded><![CDATA[<p>*eltrohc*  &#8220;Could be argued,&#8221; I said!</p>
<p><em>I</em> can&#8217;t believe you don&#8217;t think trying to feed an insatiable hunger isn&#8217;t conflict.  *nirg*</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chris</title>
		<link>http://corvus.zakelro.com/2005/07/not-now-kid-im-playing-my-stories/#comment-416</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Thu, 28 Jul 2005 15:03:50 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=180#comment-416</guid>
		<description>I can&#039;t believe you don&#039;t think that &#039;The Very Hungry Caterpiller&#039; is a story. My whole argument rested upon that assumption! :) Truly language is a slippery beast.</description>
		<content:encoded><![CDATA[<p>I can&#8217;t believe you don&#8217;t think that &#8216;The Very Hungry Caterpiller&#8217; is a story. My whole argument rested upon that assumption! <img src='http://corvus.zakelro.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Truly language is a slippery beast.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
