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	<title>Comments on: Embrace</title>
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		<title>By: Custom Research Papers</title>
		<link>http://www.polycat.net/1718/embrace/comment-page-1/#comment-218323</link>
		<dc:creator>Custom Research Papers</dc:creator>
		<pubDate>Fri, 03 Apr 2009 09:00:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/?p=1718#comment-218323</guid>
		<description>lol.. i missed that speech.. seems very interesting :p</description>
		<content:encoded><![CDATA[<p>lol.. i missed that speech.. seems very interesting :p</p>
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		<title>By: Custom Research Papers</title>
		<link>http://www.polycat.net/1718/embrace/comment-page-1/#comment-218240</link>
		<dc:creator>Custom Research Papers</dc:creator>
		<pubDate>Fri, 03 Apr 2009 07:00:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/?p=1718#comment-218240</guid>
		<description>lol.. i missed that speech.. seems very interesting :p</description>
		<content:encoded><![CDATA[<p>lol.. i missed that speech.. seems very interesting :p</p>
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		<title>By: MikeBBetts</title>
		<link>http://www.polycat.net/1718/embrace/comment-page-1/#comment-218222</link>
		<dc:creator>MikeBBetts</dc:creator>
		<pubDate>Tue, 31 Mar 2009 16:11:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/?p=1718#comment-218222</guid>
		<description>There is also a difference between cut-scenes the move the action (every cut-scene in RE5) and cut-scenes that provide context or tell a story (cinematics in Starcraft). One, I think, has no purpose other than to remove the player and present some showcase special effects sequence. The other&#039;s purpose is to flesh out a world.</description>
		<content:encoded><![CDATA[<p>There is also a difference between cut-scenes the move the action (every cut-scene in RE5) and cut-scenes that provide context or tell a story (cinematics in Starcraft). One, I think, has no purpose other than to remove the player and present some showcase special effects sequence. The other&#39;s purpose is to flesh out a world.</p>
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		<title>By: mittense</title>
		<link>http://www.polycat.net/1718/embrace/comment-page-1/#comment-218221</link>
		<dc:creator>mittense</dc:creator>
		<pubDate>Tue, 31 Mar 2009 15:35:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/?p=1718#comment-218221</guid>
		<description>Maybe ten to fifteen years ago, video games had a very &quot;certain&quot; demographic where Star Wars, Star Trek, and Lord of the Rings were probably some of the most appealing settings when making a game that would actually sell. I&#039;m not a huge fan of any of those settings, but in my experience the stereotypical gamer of yore and a lot of game developers tend to be interested in a lot of the same media types.&lt;br&gt;&lt;br&gt;Now, though, I think games have found a lot more mainstream cultural appeal and the continued catering to power fantasies and the Star Wars/Trek and LOTR nonsense is getting a bit out of control. Look at games like Max Payne, Bioshock, Portal, Far Cry 2, and such. They&#039;re all superb games, but their handling of environments, setting, and &quot;genre&quot; make their experiences so unique that they end up being better games for it. &lt;br&gt;&lt;br&gt;Hell, look at The Sims (and the rest of the Sim games and Spore); Maxis makes incredibly fun games out of regular, daily life. It&#039;s possible to put any genre or setting into a game, but sometimes it takes a unique game design to make it work.</description>
		<content:encoded><![CDATA[<p>Maybe ten to fifteen years ago, video games had a very &#8220;certain&#8221; demographic where Star Wars, Star Trek, and Lord of the Rings were probably some of the most appealing settings when making a game that would actually sell. I&#39;m not a huge fan of any of those settings, but in my experience the stereotypical gamer of yore and a lot of game developers tend to be interested in a lot of the same media types.</p>
<p>Now, though, I think games have found a lot more mainstream cultural appeal and the continued catering to power fantasies and the Star Wars/Trek and LOTR nonsense is getting a bit out of control. Look at games like Max Payne, Bioshock, Portal, Far Cry 2, and such. They&#39;re all superb games, but their handling of environments, setting, and &#8220;genre&#8221; make their experiences so unique that they end up being better games for it. </p>
<p>Hell, look at The Sims (and the rest of the Sim games and Spore); Maxis makes incredibly fun games out of regular, daily life. It&#39;s possible to put any genre or setting into a game, but sometimes it takes a unique game design to make it work.</p>
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		<title>By: mittense</title>
		<link>http://www.polycat.net/1718/embrace/comment-page-1/#comment-218220</link>
		<dc:creator>mittense</dc:creator>
		<pubDate>Tue, 31 Mar 2009 15:29:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/?p=1718#comment-218220</guid>
		<description>You make a fair point and had I put more time and thought into constructing this piece I would have properly addressed that like I intended to at a few moments during its writing.&lt;br&gt;&lt;br&gt;Short cut scenes do a remarkable job of both infusing a player&#039;s actions with meaning while also serving as reward bookends for gameplay segments. I&#039;m inherently against cut scenes since I think they serve to remove the player from the gameplay, but as the reward portion of effort/reward, they work quite well.</description>
		<content:encoded><![CDATA[<p>You make a fair point and had I put more time and thought into constructing this piece I would have properly addressed that like I intended to at a few moments during its writing.</p>
<p>Short cut scenes do a remarkable job of both infusing a player&#39;s actions with meaning while also serving as reward bookends for gameplay segments. I&#39;m inherently against cut scenes since I think they serve to remove the player from the gameplay, but as the reward portion of effort/reward, they work quite well.</p>
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		<title>By: Mike M.</title>
		<link>http://www.polycat.net/1718/embrace/comment-page-1/#comment-218219</link>
		<dc:creator>Mike M.</dc:creator>
		<pubDate>Mon, 30 Mar 2009 18:59:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/?p=1718#comment-218219</guid>
		<description>Generally, I would agree with your points. I love reading, but if part of a game&#039;s backstory needs to be in the form of a book, find another way to get the necessities to the player in the game and put the rest in an actual, well-written book, as with Halo&#039;s &quot;Fall of Reach&quot;. I play games to play games, and I read to read. I don&#039;t think there is anything wrong with books related to games, or games related to books. It&#039;s when you try to combine them, or translate one to the other that problems arise.&lt;br&gt;&lt;br&gt;I do wonder what other inspiration you can think of though. As far as genre&#039;s go, there&#039;s non-fiction, plain fiction, fantasy, science fantasy, and futurism, which is often confused with science fantasy(Fallout is science fantasy, Mirror&#039;s Edge is more futurist. Both are sci-fi, but I digress). If it doesn&#039;t exist in real life, it automatically goes to SF or fantasy.&lt;br&gt;&lt;br&gt;So it seems you must want more regular type fiction in games. I guess that would include historical fiction, which is seldom approached outside of WWII FPS and the various historical RTS games. Do we need more regular fiction, like dramas(Michael Mateas&#039;s Facade?), romance(there&#039;s a genre that would destroy me), or mysteries? I guess there&#039;s less of that sort of thing in games.&lt;br&gt;&lt;br&gt;This isn&#039;t a particularly well organized comment/ramble. I hope it doesn&#039;t come off as critical. I&#039;m just curious.&lt;br&gt;&lt;br&gt;I&#039;m a CS:Game Design major at UCSC, so I&#039;m always interested in hearing game design philosophy.</description>
		<content:encoded><![CDATA[<p>Generally, I would agree with your points. I love reading, but if part of a game&#39;s backstory needs to be in the form of a book, find another way to get the necessities to the player in the game and put the rest in an actual, well-written book, as with Halo&#39;s &#8220;Fall of Reach&#8221;. I play games to play games, and I read to read. I don&#39;t think there is anything wrong with books related to games, or games related to books. It&#39;s when you try to combine them, or translate one to the other that problems arise.</p>
<p>I do wonder what other inspiration you can think of though. As far as genre&#39;s go, there&#39;s non-fiction, plain fiction, fantasy, science fantasy, and futurism, which is often confused with science fantasy(Fallout is science fantasy, Mirror&#39;s Edge is more futurist. Both are sci-fi, but I digress). If it doesn&#39;t exist in real life, it automatically goes to SF or fantasy.</p>
<p>So it seems you must want more regular type fiction in games. I guess that would include historical fiction, which is seldom approached outside of WWII FPS and the various historical RTS games. Do we need more regular fiction, like dramas(Michael Mateas&#39;s Facade?), romance(there&#39;s a genre that would destroy me), or mysteries? I guess there&#39;s less of that sort of thing in games.</p>
<p>This isn&#39;t a particularly well organized comment/ramble. I hope it doesn&#39;t come off as critical. I&#39;m just curious.</p>
<p>I&#39;m a CS:Game Design major at UCSC, so I&#39;m always interested in hearing game design philosophy.</p>
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		<title>By: MikeBBetts</title>
		<link>http://www.polycat.net/1718/embrace/comment-page-1/#comment-218218</link>
		<dc:creator>MikeBBetts</dc:creator>
		<pubDate>Mon, 30 Mar 2009 04:27:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/?p=1718#comment-218218</guid>
		<description>I dunno, man. You know what really drew me into games like Starcraft? The fucking book - in this case the game&#039;s manual. &lt;br&gt;&lt;br&gt;Obviously, a book (whether in-game or not) should never become a substitute for discovery or interactivity. On the other hand, I think the notion that the video game is this completely different media that should eschew literature and cinema in order to be a pure gaming experience is.. snobbish? No, movies do not often pause and present a paragraph of text for the viewer to read, but I do not think we should restrict our definitions of media. Should a painting never display a line of poetry?&lt;br&gt;&lt;br&gt;I know I am straw-manning your point a bit. I&#039;ll accept that - I just want to suggest that the biggest problem with movies/books in games is not that they are in games but that they suck. You know, the writing and movie-directing in Blizzard&#039;s games was compelling enough that I sometimes cheated through missions just to hear the dialogue and watch the cinematics. Yeah, I&#039;m playing a game, but I still like movies and I enjoy reading. The main difference between storytelling in MGS4 and Starcraft is that MSG4 had horrible writing and poor cinematography.&lt;br&gt;&lt;br&gt;In short, while games like Portal and Bioshock are great in their storytelling, I would not want every game to be that way. Sometimes, the best reward for pulling off a great feat of gameplay is not more gameplay but a stunning and engaging cinematic. Emphasis on the adjectives.</description>
		<content:encoded><![CDATA[<p>I dunno, man. You know what really drew me into games like Starcraft? The fucking book &#8211; in this case the game&#39;s manual. </p>
<p>Obviously, a book (whether in-game or not) should never become a substitute for discovery or interactivity. On the other hand, I think the notion that the video game is this completely different media that should eschew literature and cinema in order to be a pure gaming experience is.. snobbish? No, movies do not often pause and present a paragraph of text for the viewer to read, but I do not think we should restrict our definitions of media. Should a painting never display a line of poetry?</p>
<p>I know I am straw-manning your point a bit. I&#39;ll accept that &#8211; I just want to suggest that the biggest problem with movies/books in games is not that they are in games but that they suck. You know, the writing and movie-directing in Blizzard&#39;s games was compelling enough that I sometimes cheated through missions just to hear the dialogue and watch the cinematics. Yeah, I&#39;m playing a game, but I still like movies and I enjoy reading. The main difference between storytelling in MGS4 and Starcraft is that MSG4 had horrible writing and poor cinematography.</p>
<p>In short, while games like Portal and Bioshock are great in their storytelling, I would not want every game to be that way. Sometimes, the best reward for pulling off a great feat of gameplay is not more gameplay but a stunning and engaging cinematic. Emphasis on the adjectives.</p>
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