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	<title>Comments on: Character Before Plot, Please</title>
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	<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/</link>
	<description>hoc ludite quasi carmen</description>
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		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81623</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Mon, 01 Sep 2008 11:36:32 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81623</guid>
		<description>Thanks, Stu. It&#039;s a topic I&#039;m quite passionate about myself!</description>
		<content:encoded><![CDATA[<p>Thanks, Stu. It&#8217;s a topic I&#8217;m quite passionate about myself!</p>
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		<title>By: Stu Andrews</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81619</link>
		<dc:creator>Stu Andrews</dc:creator>
		<pubDate>Mon, 01 Sep 2008 03:08:17 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81619</guid>
		<description>&lt;blockquote&gt;Good drama, compelling drama, meaningful drama, is made from character relationships.&lt;/blockquote&gt;

Corvus. Fantastic post. Just found your blog this morning via Rampant Coyote (Jay).

I agree with all my relationship-driven heart with your statement above.

Listening to some of my favourite authors, it seems they have an organic writing style where the plot is sketched out but the characters themselves, the writing of them, of their experiences, bend and mould the plot accordingly.

Kudos!</description>
		<content:encoded><![CDATA[<blockquote><p>Good drama, compelling drama, meaningful drama, is made from character relationships.</p></blockquote>
<p>Corvus. Fantastic post. Just found your blog this morning via Rampant Coyote (Jay).</p>
<p>I agree with all my relationship-driven heart with your statement above.</p>
<p>Listening to some of my favourite authors, it seems they have an organic writing style where the plot is sketched out but the characters themselves, the writing of them, of their experiences, bend and mould the plot accordingly.</p>
<p>Kudos!</p>
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		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81604</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Fri, 29 Aug 2008 12:06:44 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81604</guid>
		<description>There are a lot of people whose bodies are convinced that they need nicotine, trans-fats, and high fructose corn syrup too, Chris. Need doesn&#039;t dictate the health and viability of a system.</description>
		<content:encoded><![CDATA[<p>There are a lot of people whose bodies are convinced that they need nicotine, trans-fats, and high fructose corn syrup too, Chris. Need doesn&#8217;t dictate the health and viability of a system.</p>
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		<title>By: Chris</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81603</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Fri, 29 Aug 2008 11:57:27 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81603</guid>
		<description>Ha, I can understand picking on AD&amp;D (I used to do it myself in the past), but it&#039;s not the game that makes the players want to play that way, Corvus... believe it or not, it&#039;s meeting a play need. 

That doesn&#039;t mean you shouldn&#039;t or can&#039;t strive for more, of course!

Have a great weekend!</description>
		<content:encoded><![CDATA[<p>Ha, I can understand picking on AD&amp;D (I used to do it myself in the past), but it&#8217;s not the game that makes the players want to play that way, Corvus&#8230; believe it or not, it&#8217;s meeting a play need. </p>
<p>That doesn&#8217;t mean you shouldn&#8217;t or can&#8217;t strive for more, of course!</p>
<p>Have a great weekend!</p>
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		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81601</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Thu, 28 Aug 2008 22:47:50 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81601</guid>
		<description>Thanks for sharing that post, Justin. I read it when I first added your blog to my feeds and it&#039;s a good one.

I, of course, go on and on about how games ought to be about character. I often feel that AD&amp;D, with it&#039;s +10 swords of spending and magical mitts of consumerism, is one of the worst things to ever happen to games.</description>
		<content:encoded><![CDATA[<p>Thanks for sharing that post, Justin. I read it when I first added your blog to my feeds and it&#8217;s a good one.</p>
<p>I, of course, go on and on about how games ought to be about character. I often feel that AD&#038;D, with it&#8217;s +10 swords of spending and magical mitts of consumerism, is one of the worst things to ever happen to games.</p>
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		<title>By: Justin Keverne</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81600</link>
		<dc:creator>Justin Keverne</dc:creator>
		<pubDate>Thu, 28 Aug 2008 21:44:51 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81600</guid>
		<description>I&#039;ve been thinking about how games could handle character focused stories for a while. 

I&#039;m hoping that being repeatedly quoted out of context is going to balance out my rather blatant self-promotion here...

http://gropingtheelephant.wordpress.com/2008/07/28/a-matter-of-character/

That&#039;s a rather high level, quick and dirty, musing on how you could approach such a system, it also goes someway towards merging my comflicting passions of storytelling, game design and AI.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been thinking about how games could handle character focused stories for a while. </p>
<p>I&#8217;m hoping that being repeatedly quoted out of context is going to balance out my rather blatant self-promotion here&#8230;</p>
<p><a href="http://gropingtheelephant.wordpress.com/2008/07/28/a-matter-of-character/" rel="nofollow">http://gropingtheelephant.wordpress.com/2008/07/28/a-matter-of-character/</a></p>
<p>That&#8217;s a rather high level, quick and dirty, musing on how you could approach such a system, it also goes someway towards merging my comflicting passions of storytelling, game design and AI.</p>
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		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81596</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Thu, 28 Aug 2008 09:43:29 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81596</guid>
		<description>@Eleniel (Hi Alex!) Part of my theoretic work on the HoneyComb Engine is aimed at figuring out how to do that with the lowest possible overhead, and in a way that&#039;s consistent enough to register as a sort of &quot;real&quot; environment for the player.

I&#039;ve settled on a path of course work that I hope to start next year and the initial stages are going to involve a lot of CS and advanced math classes. Hopefully I&#039;ll start working on fun prototypes and proof-of-concept gamelets shortly thereafter.

@Chris I don&#039;t know how much money you&#039;d make from selling it, but you could probably make a fortune in speakers fees talking about having done so. ;)</description>
		<content:encoded><![CDATA[<p>@Eleniel (Hi Alex!) Part of my theoretic work on the HoneyComb Engine is aimed at figuring out how to do that with the lowest possible overhead, and in a way that&#8217;s consistent enough to register as a sort of &#8220;real&#8221; environment for the player.</p>
<p>I&#8217;ve settled on a path of course work that I hope to start next year and the initial stages are going to involve a lot of CS and advanced math classes. Hopefully I&#8217;ll start working on fun prototypes and proof-of-concept gamelets shortly thereafter.</p>
<p>@Chris I don&#8217;t know how much money you&#8217;d make from selling it, but you could probably make a fortune in speakers fees talking about having done so. <img src='http://corvus.zakelro.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Chris</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81595</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Thu, 28 Aug 2008 06:57:23 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81595</guid>
		<description>Corvus: Whenever I grumpily dismiss possibilities I&#039;m probably wrong - let&#039;s hope so, at least. ;)

What would *really* prove me wrong would be if I could make my oft-hankered for game adaptation of Pride &amp; Prejudice, and also make money selling it. :D</description>
		<content:encoded><![CDATA[<p>Corvus: Whenever I grumpily dismiss possibilities I&#8217;m probably wrong &#8211; let&#8217;s hope so, at least. <img src='http://corvus.zakelro.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>What would *really* prove me wrong would be if I could make my oft-hankered for game adaptation of Pride &amp; Prejudice, and also make money selling it. <img src='http://corvus.zakelro.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>By: Eleniel (Alex)</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81594</link>
		<dc:creator>Eleniel (Alex)</dc:creator>
		<pubDate>Thu, 28 Aug 2008 01:27:10 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81594</guid>
		<description>What about a game where you have a bunch of NPCs with fleshed-out personalities, put them in a situation, set the player loose and let the plot and gameplay emerge from there? I guess it would take a pretty sophisticated AI, but game programming has really barely scratched the surface when it comes to AI.

I guess what I&#039;m describing is a character-heavy sandbox game where you can actually affect the world around you and its people outside of just blowing things up or doing fetch quests.  I think this is an area where games could really tell unique stories--by focusing on making very detailed characters and setting them loose on a world, rather than creating a linear plot to be followed.

I have an example in mind but it&#039;s too long for a blog comment and I want to flesh it out more; maybe this will get me back to writing...</description>
		<content:encoded><![CDATA[<p>What about a game where you have a bunch of NPCs with fleshed-out personalities, put them in a situation, set the player loose and let the plot and gameplay emerge from there? I guess it would take a pretty sophisticated AI, but game programming has really barely scratched the surface when it comes to AI.</p>
<p>I guess what I&#8217;m describing is a character-heavy sandbox game where you can actually affect the world around you and its people outside of just blowing things up or doing fetch quests.  I think this is an area where games could really tell unique stories&#8211;by focusing on making very detailed characters and setting them loose on a world, rather than creating a linear plot to be followed.</p>
<p>I have an example in mind but it&#8217;s too long for a blog comment and I want to flesh it out more; maybe this will get me back to writing&#8230;</p>
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		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81592</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Wed, 27 Aug 2008 21:56:37 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81592</guid>
		<description>You know me, I love to excise the ends of a spectrum and discuss them in their pure form. I do feel exploring compelling and consistent character decisions should trump plot devices, but I do recognize the importance of developing a compelling plot as well.

The problem comes in when dull rehashed plots get dressed up in fancy new clothes and their socks don&#039;t match their hair ties. As it were.

I hope you&#039;re wrong about the future of storytelling in video games. Designing from the perspective of a character&#039;s abilities and motivations and moving out into plot from their would make for an excellent game.</description>
		<content:encoded><![CDATA[<p>You know me, I love to excise the ends of a spectrum and discuss them in their pure form. I do feel exploring compelling and consistent character decisions should trump plot devices, but I do recognize the importance of developing a compelling plot as well.</p>
<p>The problem comes in when dull rehashed plots get dressed up in fancy new clothes and their socks don&#8217;t match their hair ties. As it were.</p>
<p>I hope you&#8217;re wrong about the future of storytelling in video games. Designing from the perspective of a character&#8217;s abilities and motivations and moving out into plot from their would make for an excellent game.</p>
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		<title>By: Chris</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81590</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Wed, 27 Aug 2008 14:56:48 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81590</guid>
		<description>In the battle between plot and character, videogames will always tend to pull towards plot, I fear, simply because the personalities of those that make games are naturally skewed towards plot over character.

This is an even bigger problem for games because the same bias naturally seeps into the audience - and I&#039;m increasingly doubtful that this issue can be resolved by expanding the audience, as it seems that games that hit wide in the mass market move further and further away from stories. (But I&#039;m open to the idea that there is a new opportunity here that has simply not been exploited).

But the issue of whether plot should trump character and vice versa also looks at this from an overly reductive angle. You want to make the claim that plot should derive from character (I think) but when I look at Shakespeare and Dickens etc. what I find is character and plot fitting together neatly (with some exceptions) with no obvious bias for either. (Although both become more interested in character and less in formal plot as their careers progress).

Then you come to the problem of applying this to games, and it all gets trickier, because as a matter of structure, plot is more important to the game design process than character. Note that I don&#039;t say that plot is more important to the *game* than character, because this would be a fallacy.

I think this inevitably creates a push in favour of plot, especially when the people working on the game narrative don&#039;t have much experience in story construction. 

Ah, here&#039;s my next meeting. Must fly! :)</description>
		<content:encoded><![CDATA[<p>In the battle between plot and character, videogames will always tend to pull towards plot, I fear, simply because the personalities of those that make games are naturally skewed towards plot over character.</p>
<p>This is an even bigger problem for games because the same bias naturally seeps into the audience &#8211; and I&#8217;m increasingly doubtful that this issue can be resolved by expanding the audience, as it seems that games that hit wide in the mass market move further and further away from stories. (But I&#8217;m open to the idea that there is a new opportunity here that has simply not been exploited).</p>
<p>But the issue of whether plot should trump character and vice versa also looks at this from an overly reductive angle. You want to make the claim that plot should derive from character (I think) but when I look at Shakespeare and Dickens etc. what I find is character and plot fitting together neatly (with some exceptions) with no obvious bias for either. (Although both become more interested in character and less in formal plot as their careers progress).</p>
<p>Then you come to the problem of applying this to games, and it all gets trickier, because as a matter of structure, plot is more important to the game design process than character. Note that I don&#8217;t say that plot is more important to the *game* than character, because this would be a fallacy.</p>
<p>I think this inevitably creates a push in favour of plot, especially when the people working on the game narrative don&#8217;t have much experience in story construction. </p>
<p>Ah, here&#8217;s my next meeting. Must fly! <img src='http://corvus.zakelro.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Justin Keverne</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81579</link>
		<dc:creator>Justin Keverne</dc:creator>
		<pubDate>Tue, 26 Aug 2008 22:11:03 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81579</guid>
		<description>Archetypes are useful because they provide a short hand for understanding a character. Unlike a stereotypes they aren&#039;t all that the character is, which makes them useful but allows room for flaws and quirks that make them rounded characters. Nobody will really care about the &quot;tart with a heart&quot; if that&#039;s all she is.

The problem with strict stereotypes is what you see is what you get. They are boring characters because there&#039;s little about them you don&#039;t understand already.


@Krystian:
When it comes to game storytelling you can either look at games and say &quot;This is really like anything before, so we can&#039;t really do anything with it.&quot; Or you say: &quot;This isn&#039;t really like anything before, so we can do anything with it.&quot;

I&#039;m in the latter camp.</description>
		<content:encoded><![CDATA[<p>Archetypes are useful because they provide a short hand for understanding a character. Unlike a stereotypes they aren&#8217;t all that the character is, which makes them useful but allows room for flaws and quirks that make them rounded characters. Nobody will really care about the &#8220;tart with a heart&#8221; if that&#8217;s all she is.</p>
<p>The problem with strict stereotypes is what you see is what you get. They are boring characters because there&#8217;s little about them you don&#8217;t understand already.</p>
<p>@Krystian:<br />
When it comes to game storytelling you can either look at games and say &#8220;This is really like anything before, so we can&#8217;t really do anything with it.&#8221; Or you say: &#8220;This isn&#8217;t really like anything before, so we can do anything with it.&#8221;</p>
<p>I&#8217;m in the latter camp.</p>
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		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81577</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Tue, 26 Aug 2008 21:36:26 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81577</guid>
		<description>@Krystian I&#039;m suggesting that if every action of the player were considered to be a part of the unfolding story, the one-way conversations of HL2 should play out exactly like I suggested.

Jonathan and I feel exactly the opposite on this topic. Games as storytelling platforms will become nearly limitless precisely because they have that most dynamic and participatory element--the player.

What do I mean by optimal? I&#039;ll try and answer that clearly in tomorrow&#039;s post. 

@Alan I&#039;m all for using stereotypes if you can turn them into archetypes by the end of the story. What do I mean by that? I mean you need to breath life into them--make them into living, breathing characters with strong relationships. Then, as a storyteller, you&#039;re doing your job.

I too often enjoy subverting a game&#039;s intended design. How much more exciting will that become when your actions have immediate and direct consequences? When the targets of your inanity say, &quot;Well if you&#039;re going to hit me with a bicycle, I&#039;m not going to tell you where the meeting is being held!&quot;

@Alex You mean you all realize that it&#039;s a means of trying to spark more conversation and make this blog less of a one-way diatribe? Dag-nabbit! And here I thought I was being cagey.</description>
		<content:encoded><![CDATA[<p>@Krystian I&#8217;m suggesting that if every action of the player were considered to be a part of the unfolding story, the one-way conversations of HL2 should play out exactly like I suggested.</p>
<p>Jonathan and I feel exactly the opposite on this topic. Games as storytelling platforms will become nearly limitless precisely because they have that most dynamic and participatory element&#8211;the player.</p>
<p>What do I mean by optimal? I&#8217;ll try and answer that clearly in tomorrow&#8217;s post. </p>
<p>@Alan I&#8217;m all for using stereotypes if you can turn them into archetypes by the end of the story. What do I mean by that? I mean you need to breath life into them&#8211;make them into living, breathing characters with strong relationships. Then, as a storyteller, you&#8217;re doing your job.</p>
<p>I too often enjoy subverting a game&#8217;s intended design. How much more exciting will that become when your actions have immediate and direct consequences? When the targets of your inanity say, &#8220;Well if you&#8217;re going to hit me with a bicycle, I&#8217;m not going to tell you where the meeting is being held!&#8221;</p>
<p>@Alex You mean you all realize that it&#8217;s a means of trying to spark more conversation and make this blog less of a one-way diatribe? Dag-nabbit! And here I thought I was being cagey.</p>
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		<title>By: Alex</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81576</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Tue, 26 Aug 2008 21:08:18 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81576</guid>
		<description>there&#039;s sword fighting in thief 2???

krystian i think you hit the nail on the head. games have the potential to tell different stories in unique ways, not the typical (insert generic framework for story here, i.e. campbell, hollywood, ) story. i&#039;d say games are less limited than other medium. if you want to tell a story like a movie make a metal gear solid-type game, if you want to tell a story like a choose-your-own-adventure make a bioware-type game. ok enough hyphens from me.

corvus i like the post but everybody sees through your using-other-people&#039;s-quotes-as-your-muse routine :D</description>
		<content:encoded><![CDATA[<p>there&#8217;s sword fighting in thief 2???</p>
<p>krystian i think you hit the nail on the head. games have the potential to tell different stories in unique ways, not the typical (insert generic framework for story here, i.e. campbell, hollywood, ) story. i&#8217;d say games are less limited than other medium. if you want to tell a story like a movie make a metal gear solid-type game, if you want to tell a story like a choose-your-own-adventure make a bioware-type game. ok enough hyphens from me.</p>
<p>corvus i like the post but everybody sees through your using-other-people&#8217;s-quotes-as-your-muse routine <img src='http://corvus.zakelro.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>By: Alan Au</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81574</link>
		<dc:creator>Alan Au</dc:creator>
		<pubDate>Tue, 26 Aug 2008 20:51:43 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81574</guid>
		<description>Well, with stereotypes you get the benefit of implied backstory instead of having to build-up characters entirely from scratch.  The same is true for (hackneyed) plotlines.  I mean, there are really only so many stories to tell, and the magic is in how they&#039;re mixed and matched.  For a while, even plot twists became an overused plot device.  That said, I&#039;m still entertained when a writer can take advantage of pre-established archetypes and repurpose them in unexpected ways.  

As for games, they&#039;re still about smoke and mirrors.    I think I&#039;ve finally reached that jaded state where I derive joy from suverting the intended design. Like playing Half-Life 2 while drunk, and accosting  NPCs by whacking them with a bicycle during cutscenes.  Or playing Thief 2 as a sword-fighting simulation.</description>
		<content:encoded><![CDATA[<p>Well, with stereotypes you get the benefit of implied backstory instead of having to build-up characters entirely from scratch.  The same is true for (hackneyed) plotlines.  I mean, there are really only so many stories to tell, and the magic is in how they&#8217;re mixed and matched.  For a while, even plot twists became an overused plot device.  That said, I&#8217;m still entertained when a writer can take advantage of pre-established archetypes and repurpose them in unexpected ways.  </p>
<p>As for games, they&#8217;re still about smoke and mirrors.    I think I&#8217;ve finally reached that jaded state where I derive joy from suverting the intended design. Like playing Half-Life 2 while drunk, and accosting  NPCs by whacking them with a bicycle during cutscenes.  Or playing Thief 2 as a sword-fighting simulation.</p>
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		<title>By: Krystian Majewwski</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81573</link>
		<dc:creator>Krystian Majewwski</dc:creator>
		<pubDate>Tue, 26 Aug 2008 20:26:06 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81573</guid>
		<description>So how should a game react if the player behaves in a way which prevents establishing a solid drama... like in the gordon/table example you quoted?

Btw, Jonathan Blow said in &lt;a href=&quot;http://braid-game.com/news/?p=242&quot; rel=&quot;nofollow&quot;&gt;a recent presentation&lt;/a&gt; that the kind of stories games can tell are extremely limited exactly because of this - because there will always be a dynamic factor (aka the Player) that need to be considered. My reaction was that he is right on the one hand but the conclusion would be not that games can&#039;t tell stories really well but that games should tell stories DIFFERENTLY.. or tell different kinds of stories. In the recent book &lt;a href=&quot;http://www.spacetimeplay.org&quot; rel=&quot;nofollow&quot;&gt;&quot;Space Time Play&quot;&lt;/a&gt; there was a great example called &quot;Environmental Storytelling.&quot;

But apart from the game mechanics vs. story issue: what exactly do you mean by &quot;optimal&quot;?</description>
		<content:encoded><![CDATA[<p>So how should a game react if the player behaves in a way which prevents establishing a solid drama&#8230; like in the gordon/table example you quoted?</p>
<p>Btw, Jonathan Blow said in <a href="http://braid-game.com/news/?p=242" rel="nofollow">a recent presentation</a> that the kind of stories games can tell are extremely limited exactly because of this &#8211; because there will always be a dynamic factor (aka the Player) that need to be considered. My reaction was that he is right on the one hand but the conclusion would be not that games can&#8217;t tell stories really well but that games should tell stories DIFFERENTLY.. or tell different kinds of stories. In the recent book <a href="http://www.spacetimeplay.org" rel="nofollow">&#8220;Space Time Play&#8221;</a> there was a great example called &#8220;Environmental Storytelling.&#8221;</p>
<p>But apart from the game mechanics vs. story issue: what exactly do you mean by &#8220;optimal&#8221;?</p>
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		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81569</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Tue, 26 Aug 2008 18:08:23 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81569</guid>
		<description>The problem, as I see it, is that the story itself is still widely considered to be a separate layer of the game from the game mechanics. Dialog belongs to story, player behavior belongs gameplay. The end result is a severe disconnect between what NPCs are saying to you and your behavior.

Until such time as player actions, all player actions, are directly interpreted as components of the story... it&#039;s not going to be solved, either.

&quot;...and so we have to get you to the... Gordon? Gordon, why are you jumping on that table? We&#039;re talking about your life, here. Okay, that&#039;s better. You&#039;re going to have to follow the tunnels until... what do you mean, no? Why are you shaking your head? You don&#039;t want to follow the tunnels? Okay, look. Now your just being unreasonable and... okay Gordan you have to go now. Sorry I didn&#039;t get to debrief you. Go out this door or any second the guards will break in and kill us both.&quot;</description>
		<content:encoded><![CDATA[<p>The problem, as I see it, is that the story itself is still widely considered to be a separate layer of the game from the game mechanics. Dialog belongs to story, player behavior belongs gameplay. The end result is a severe disconnect between what NPCs are saying to you and your behavior.</p>
<p>Until such time as player actions, all player actions, are directly interpreted as components of the story&#8230; it&#8217;s not going to be solved, either.</p>
<p>&#8220;&#8230;and so we have to get you to the&#8230; Gordon? Gordon, why are you jumping on that table? We&#8217;re talking about your life, here. Okay, that&#8217;s better. You&#8217;re going to have to follow the tunnels until&#8230; what do you mean, no? Why are you shaking your head? You don&#8217;t want to follow the tunnels? Okay, look. Now your just being unreasonable and&#8230; okay Gordan you have to go now. Sorry I didn&#8217;t get to debrief you. Go out this door or any second the guards will break in and kill us both.&#8221;</p>
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		<title>By: Justin Keverne</title>
		<link>http://corvus.zakelro.com/2008/08/character-before-plot-please/#comment-81566</link>
		<dc:creator>Justin Keverne</dc:creator>
		<pubDate>Tue, 26 Aug 2008 16:25:46 +0000</pubDate>
		<guid isPermaLink="false">http://blog.pjsattic.com/corvus/?p=2046#comment-81566</guid>
		<description>I&#039;ve wondered about this myself, and thought about whether the player has an &quot;obligation&quot; (For lack of a more appropriate term) to behave in ways consistent with their character. That was the designer can focus on providing meaningful consequences for their actions and not have to deal with them running around and jumping on tables.

Though I&#039;ve described the concept in more detail on my own blog I&#039;m not sure that I&#039;m entirely sold on the idea myself.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve wondered about this myself, and thought about whether the player has an &#8220;obligation&#8221; (For lack of a more appropriate term) to behave in ways consistent with their character. That was the designer can focus on providing meaningful consequences for their actions and not have to deal with them running around and jumping on tables.</p>
<p>Though I&#8217;ve described the concept in more detail on my own blog I&#8217;m not sure that I&#8217;m entirely sold on the idea myself.</p>
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