<?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: The Loneliest Space Marine</title>
	<atom:link href="http://www.polycat.net/1885/the-loneliest-space-marine/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.polycat.net/1885/the-loneliest-space-marine/</link>
	<description></description>
	<lastBuildDate>Mon, 15 Feb 2010 10:31:10 -0400</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: mittense</title>
		<link>http://www.polycat.net/1885/the-loneliest-space-marine/comment-page-1/#comment-218364</link>
		<dc:creator>mittense</dc:creator>
		<pubDate>Thu, 01 Oct 2009 05:27:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/?p=1885#comment-218364</guid>
		<description>I think the empty voiceless, emotionless protagonist works very well in some cases such as, as you said, Half-Life. I think the mute Freeman starts getting a bit surreal and bizarre in some of the Half-Life 2 episodes but, regardless, it typically works. The best example, I think, was actually in the original F.E.A.R where the voiceless protagonist was not only presentationally sound but it integrated into their fiction incredibly well.&lt;br&gt;&lt;br&gt;It works for Halo 3: ODST in the way that I think Bungie intended it: to not alienate any of the players who want to see themselves as this rookie (and, thereby, reinforcing the typical FPS space marine power fantasy). Unfortunately, that&#039;s a pretty low quality/creativity standard for a narrative device as a whole. For anyone not trying to envision themselves as a space marine, the silent ODST guy strikes a stark contrast against the characters you control that do speak and do have personality. Playing the faceless, voiceless rookie is a strange design decision to make when you have no one to imbue character on you (the blank slate) and when the player is still jumping into the bodies of established characters.</description>
		<content:encoded><![CDATA[<p>I think the empty voiceless, emotionless protagonist works very well in some cases such as, as you said, Half-Life. I think the mute Freeman starts getting a bit surreal and bizarre in some of the Half-Life 2 episodes but, regardless, it typically works. The best example, I think, was actually in the original F.E.A.R where the voiceless protagonist was not only presentationally sound but it integrated into their fiction incredibly well.</p>
<p>It works for Halo 3: ODST in the way that I think Bungie intended it: to not alienate any of the players who want to see themselves as this rookie (and, thereby, reinforcing the typical FPS space marine power fantasy). Unfortunately, that&#39;s a pretty low quality/creativity standard for a narrative device as a whole. For anyone not trying to envision themselves as a space marine, the silent ODST guy strikes a stark contrast against the characters you control that do speak and do have personality. Playing the faceless, voiceless rookie is a strange design decision to make when you have no one to imbue character on you (the blank slate) and when the player is still jumping into the bodies of established characters.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Simon Ferrari</title>
		<link>http://www.polycat.net/1885/the-loneliest-space-marine/comment-page-1/#comment-218363</link>
		<dc:creator>Simon Ferrari</dc:creator>
		<pubDate>Thu, 01 Oct 2009 04:50:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/?p=1885#comment-218363</guid>
		<description>Blah, that should read &quot;but for some reason it falls short *here.&quot;</description>
		<content:encoded><![CDATA[<p>Blah, that should read &#8220;but for some reason it falls short *here.&#8221;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Simon Ferrari</title>
		<link>http://www.polycat.net/1885/the-loneliest-space-marine/comment-page-1/#comment-218362</link>
		<dc:creator>Simon Ferrari</dc:creator>
		<pubDate>Thu, 01 Oct 2009 04:49:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/?p=1885#comment-218362</guid>
		<description>Good stuff Trent! We were actually talking about spatial/environmental storytelling and character development versus story progression in a class today. I still hold that the flashback structure is quite expertly done here, but I couldn&#039;t really prove it to myself until I drew it on the blackboard. If you draw a rough map of the city with little circles for each character and start drawing lines to show what happened during and in-between each flashback, the pattern is quite compelling.&lt;br&gt;&lt;br&gt;People rag on the silent hero type--and usually I don&#039;t agree--but I definitely do in this case. If you look at somebody like Gordon Freeman, the fact that he doesn&#039;t speak works because the dialogue of the other characters operates on the level of Greek myth. Odysseus starts out a bad-ass and ends a bad-ass, he doesn&#039;t need development; the same is true of Freeman, who even gains nicknames and honorifics just like Greek heroes do in epic meter. &quot;The Rookie&quot; is just an empty conduit for sweet headshots and plasma sticks. Moral is: silence and a lack of character progression works... but for some reason it falls short. Perhaps the isolation and loneliness is the very reason: in order to understand a silent character, other people need to be saying something about him. Or we need to go into the experience knowing more about him than that he&#039;s the new guy and he fell asleep in his pod during the opening cutscene.&lt;br&gt;&lt;br&gt;Also, Firefight squadmate 4 life.</description>
		<content:encoded><![CDATA[<p>Good stuff Trent! We were actually talking about spatial/environmental storytelling and character development versus story progression in a class today. I still hold that the flashback structure is quite expertly done here, but I couldn&#39;t really prove it to myself until I drew it on the blackboard. If you draw a rough map of the city with little circles for each character and start drawing lines to show what happened during and in-between each flashback, the pattern is quite compelling.</p>
<p>People rag on the silent hero type&#8211;and usually I don&#39;t agree&#8211;but I definitely do in this case. If you look at somebody like Gordon Freeman, the fact that he doesn&#39;t speak works because the dialogue of the other characters operates on the level of Greek myth. Odysseus starts out a bad-ass and ends a bad-ass, he doesn&#39;t need development; the same is true of Freeman, who even gains nicknames and honorifics just like Greek heroes do in epic meter. &#8220;The Rookie&#8221; is just an empty conduit for sweet headshots and plasma sticks. Moral is: silence and a lack of character progression works&#8230; but for some reason it falls short. Perhaps the isolation and loneliness is the very reason: in order to understand a silent character, other people need to be saying something about him. Or we need to go into the experience knowing more about him than that he&#39;s the new guy and he fell asleep in his pod during the opening cutscene.</p>
<p>Also, Firefight squadmate 4 life.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
