<?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: Making Games (More) Capable of Storytelling</title>
	<atom:link href="http://www.geekstudies.org/2008/05/making-games-more-capable-of-storytelling/feed" rel="self" type="application/rss+xml" />
	<link>http://www.geekstudies.org/2008/05/making-games-more-capable-of-storytelling</link>
	<description></description>
	<lastBuildDate>Wed, 01 Sep 2010 18:27:06 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0.1</generator>
	<item>
		<title>By: Jason Tocci</title>
		<link>http://www.geekstudies.org/2008/05/making-games-more-capable-of-storytelling/comment-page-1#comment-2336</link>
		<dc:creator>Jason Tocci</dc:creator>
		<pubDate>Tue, 18 May 2010 15:27:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=278#comment-2336</guid>
		<description>In a few scenes, I think &lt;i&gt;Heavy Rain&lt;/i&gt; did approach what we discussed here. It&#039;s hard for me to describe which without revealing a lot of spoilers, but if I can be forgiven for vagueness, there are a couple of scenes in which convoluted sequences of button-prompts (or shockingly straightforward sequences with immediate and disturbing consequences) sort of reinforced the emotional impact of the scene. 

The problem was that the vast majority of control prompts in the game were just that—prompts. What we described in the above post offered a great deal more agency to players, which would admittedly be more difficult to develop for. Too much of &lt;i&gt;Heavy Rain&lt;/i&gt; felt like a slideshow in which the only real interaction was clicking &quot;next&quot; … only &quot;next&quot; required a strange, arbitrary sequence of buttons.

I have a post I have been planning to write along these lines; thanks for reminding me to get back to it.</description>
		<content:encoded><![CDATA[<p>In a few scenes, I think <i>Heavy Rain</i> did approach what we discussed here. It&#8217;s hard for me to describe which without revealing a lot of spoilers, but if I can be forgiven for vagueness, there are a couple of scenes in which convoluted sequences of button-prompts (or shockingly straightforward sequences with immediate and disturbing consequences) sort of reinforced the emotional impact of the scene. </p>
<p>The problem was that the vast majority of control prompts in the game were just that—prompts. What we described in the above post offered a great deal more agency to players, which would admittedly be more difficult to develop for. Too much of <i>Heavy Rain</i> felt like a slideshow in which the only real interaction was clicking &#8220;next&#8221; … only &#8220;next&#8221; required a strange, arbitrary sequence of buttons.</p>
<p>I have a post I have been planning to write along these lines; thanks for reminding me to get back to it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jordan</title>
		<link>http://www.geekstudies.org/2008/05/making-games-more-capable-of-storytelling/comment-page-1#comment-2335</link>
		<dc:creator>Jordan</dc:creator>
		<pubDate>Tue, 18 May 2010 15:15:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=278#comment-2335</guid>
		<description>Did &quot;Heavy Rain&quot; get any closer to the feel you were describing here?</description>
		<content:encoded><![CDATA[<p>Did &#8220;Heavy Rain&#8221; get any closer to the feel you were describing here?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jacob</title>
		<link>http://www.geekstudies.org/2008/05/making-games-more-capable-of-storytelling/comment-page-1#comment-1359</link>
		<dc:creator>Jacob</dc:creator>
		<pubDate>Wed, 14 May 2008 18:44:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=278#comment-1359</guid>
		<description>I would like to see the eradication of all cut scenes from time.  Any game that can&#039;t get a narrative across inside actual gameplay is not trying hard enough.  Or is too attached to filmic narrative.

While I suppose the direct attachment to military-ish shooters in the game industry is based on the usually correct notion that people will without much hesitation buy them, I&#039;d wager that these scenarios offer the sort of clear goals that can be mapped easily onto the sorts of polygon-filled spatial wonderlands that gaming platforms cheerfully support.  There are other sorts of structures of engagement in gaming play beyond move-from-point-a-to-point-b-while-accomplishing-goal-x, like tidying up (think billiards) and parameter exploration (seeing if its possible to blow up that helicopter in GTA) but none map so easily onto a desire for non-gaming narrative and a need for interactivity.

Personally I&#039;d like to see gaming move away from narrative, at least the sort that tells me a story instead of allowing me to compose my own.  And choose-your-own-adventure cut scenes aren&#039;t enough.</description>
		<content:encoded><![CDATA[<p>I would like to see the eradication of all cut scenes from time.  Any game that can&#8217;t get a narrative across inside actual gameplay is not trying hard enough.  Or is too attached to filmic narrative.</p>
<p>While I suppose the direct attachment to military-ish shooters in the game industry is based on the usually correct notion that people will without much hesitation buy them, I&#8217;d wager that these scenarios offer the sort of clear goals that can be mapped easily onto the sorts of polygon-filled spatial wonderlands that gaming platforms cheerfully support.  There are other sorts of structures of engagement in gaming play beyond move-from-point-a-to-point-b-while-accomplishing-goal-x, like tidying up (think billiards) and parameter exploration (seeing if its possible to blow up that helicopter in GTA) but none map so easily onto a desire for non-gaming narrative and a need for interactivity.</p>
<p>Personally I&#8217;d like to see gaming move away from narrative, at least the sort that tells me a story instead of allowing me to compose my own.  And choose-your-own-adventure cut scenes aren&#8217;t enough.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jason Tocci</title>
		<link>http://www.geekstudies.org/2008/05/making-games-more-capable-of-storytelling/comment-page-1#comment-1358</link>
		<dc:creator>Jason Tocci</dc:creator>
		<pubDate>Wed, 14 May 2008 18:21:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=278#comment-1358</guid>
		<description>I actually think it would be overwhelming to many players, but no worse than the same way that most combat-oriented games are overwhelming. (That&#039;s another issue I&#039;m still working through in a post in progress.) I mean, GTA IV is the biggest game launch ever, but just &lt;a href=&quot;http://www.playstatic.com/imgpop.php?path=/xbox-360/gta-4/leaks/ps3-controls.jpg&quot; rel=&quot;nofollow&quot;&gt;look at the controls&lt;/a&gt;.</description>
		<content:encoded><![CDATA[<p>I actually think it would be overwhelming to many players, but no worse than the same way that most combat-oriented games are overwhelming. (That&#8217;s another issue I&#8217;m still working through in a post in progress.) I mean, GTA IV is the biggest game launch ever, but just <a href="http://www.playstatic.com/imgpop.php?path=/xbox-360/gta-4/leaks/ps3-controls.jpg" rel="nofollow">look at the controls</a>.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Church</title>
		<link>http://www.geekstudies.org/2008/05/making-games-more-capable-of-storytelling/comment-page-1#comment-1356</link>
		<dc:creator>Church</dc:creator>
		<pubDate>Wed, 14 May 2008 18:13:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=278#comment-1356</guid>
		<description>I wonder if the complexity could be sufficiently rewarding without becoming overwhelming. 

OTOH, I like the idea of a female NPC becoming annoyed if you look at her breasts.</description>
		<content:encoded><![CDATA[<p>I wonder if the complexity could be sufficiently rewarding without becoming overwhelming. </p>
<p>OTOH, I like the idea of a female NPC becoming annoyed if you look at her breasts.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
