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	<title>Comments on: A Game of &#8220;Find the Story&#8221;</title>
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		<title>By: Jason Tocci</title>
		<link>http://www.geekstudies.org/2009/11/a-game-of-find-the-story/comment-page-1#comment-2438</link>
		<dc:creator>Jason Tocci</dc:creator>
		<pubDate>Fri, 20 Aug 2010 15:18:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=526#comment-2438</guid>
		<description>As a belated postscript: &lt;a href=&quot;http://ps3.ign.com/articles/111/1114418p1.html&quot; rel=&quot;nofollow&quot;&gt;IGN reports&lt;/a&gt;  that &lt;i&gt;Metal Gear Solid Rising&lt;/i&gt; will allow you to kill enemies, but not reward you for it. You will be able to destroy their weapons, causing them to run away in fear. 

It&#039;s kind of interesting that a game should come out that only frames this as part of a tradition of allowing a special no-kill run, as I tried above with &lt;i&gt;Fallout 3&lt;/i&gt;. I think they (or other developers who try this route) could also pitch it as &quot;making AI that isn&#039;t suicidally incompetent.&quot;</description>
		<content:encoded><![CDATA[<p>As a belated postscript: <a href="http://ps3.ign.com/articles/111/1114418p1.html" rel="nofollow">IGN reports</a>  that <i>Metal Gear Solid Rising</i> will allow you to kill enemies, but not reward you for it. You will be able to destroy their weapons, causing them to run away in fear. </p>
<p>It&#8217;s kind of interesting that a game should come out that only frames this as part of a tradition of allowing a special no-kill run, as I tried above with <i>Fallout 3</i>. I think they (or other developers who try this route) could also pitch it as &#8220;making AI that isn&#8217;t suicidally incompetent.&#8221;</p>
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		<title>By: Geek Studies &#187; Encouraging Ourselves to Death</title>
		<link>http://www.geekstudies.org/2009/11/a-game-of-find-the-story/comment-page-1#comment-2265</link>
		<dc:creator>Geek Studies &#187; Encouraging Ourselves to Death</dc:creator>
		<pubDate>Mon, 14 Dec 2009 17:08:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=526#comment-2265</guid>
		<description>[...] post continues a loosely-linked series of posts (including this, this, and this) on how we can find narrative meaning in replayed games. You can re-watch a favorite DVD again and [...]</description>
		<content:encoded><![CDATA[<p>[...] post continues a loosely-linked series of posts (including this, this, and this) on how we can find narrative meaning in replayed games. You can re-watch a favorite DVD again and [...]</p>
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		<title>By: Jason Tocci</title>
		<link>http://www.geekstudies.org/2009/11/a-game-of-find-the-story/comment-page-1#comment-2218</link>
		<dc:creator>Jason Tocci</dc:creator>
		<pubDate>Sun, 08 Nov 2009 03:53:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=526#comment-2218</guid>
		<description>&lt;i&gt;Wouldn’t it make sense, though, that the imposition of a story by designers limits the sandbox quality of a game? […] It sounds like you’re looking for more/better story arcs ‘built into’ the game, whereas emergent gameplay tends to come from more open-ended environments.&lt;/i&gt;

Well, yes and no. Yes, I am looking for more/better story arcs built into games. But no, while this does sometimes come at the expense of more open-ended, player-driven narrative (an expense I am willing to pay for a better story in some games), it does not necessarily have to be so in all cases.

My point in this post, I suppose, is that we can come up with our own narratives for games, but it can only take us so far. By the end, I am indeed describing things we can do to encourage a sort of &quot;interactive authorial narrative&quot; potentially at the expense of &quot;sandbox/emergent narrative.&quot;

Don&#039;t get me wrong: I like emergent gameplay just fine. I am happy for this to be the primary narrative experience for some games. But I take umbrage with the idea that this is THE only narrative mechanism, or even the best narrative mechanism, for games in general. I think that some really excellently executed games with more author-driven narratives stand as a testament to the fact that player-driven narrative is not the be-all, end-all to telling stories in games.

That said, if NPCs in &lt;i&gt;Fallout 3&lt;/i&gt; were not so single-mindedly obsessed with throwing away their own lives to attack you, for instance, this would &lt;i&gt;enhance&lt;/i&gt; the sandbox element, if anything. We could then reasonably go ahead and play pacifist merchants to our heart&#039;s content. 

I have no problem with the relative aimlessness of open-ended, sandbox play, but &lt;i&gt;Fallout 3&lt;/i&gt; also has a central storyline with a discrete plot and themes. I just note that the game might be more affecting if there were some &lt;i&gt;point&lt;/i&gt; to playing through the game not just as a good guy, but as whatever guy (or gal) you choose to create. I don&#039;t think that addressing my character&#039;s cannibalism in the plot stories would necessarily take away from the experience of playing a psycho elsewhere in the wastes—do you?</description>
		<content:encoded><![CDATA[<p><i>Wouldn’t it make sense, though, that the imposition of a story by designers limits the sandbox quality of a game? […] It sounds like you’re looking for more/better story arcs ‘built into’ the game, whereas emergent gameplay tends to come from more open-ended environments.</i></p>
<p>Well, yes and no. Yes, I am looking for more/better story arcs built into games. But no, while this does sometimes come at the expense of more open-ended, player-driven narrative (an expense I am willing to pay for a better story in some games), it does not necessarily have to be so in all cases.</p>
<p>My point in this post, I suppose, is that we can come up with our own narratives for games, but it can only take us so far. By the end, I am indeed describing things we can do to encourage a sort of &#8220;interactive authorial narrative&#8221; potentially at the expense of &#8220;sandbox/emergent narrative.&#8221;</p>
<p>Don&#8217;t get me wrong: I like emergent gameplay just fine. I am happy for this to be the primary narrative experience for some games. But I take umbrage with the idea that this is THE only narrative mechanism, or even the best narrative mechanism, for games in general. I think that some really excellently executed games with more author-driven narratives stand as a testament to the fact that player-driven narrative is not the be-all, end-all to telling stories in games.</p>
<p>That said, if NPCs in <i>Fallout 3</i> were not so single-mindedly obsessed with throwing away their own lives to attack you, for instance, this would <i>enhance</i> the sandbox element, if anything. We could then reasonably go ahead and play pacifist merchants to our heart&#8217;s content. </p>
<p>I have no problem with the relative aimlessness of open-ended, sandbox play, but <i>Fallout 3</i> also has a central storyline with a discrete plot and themes. I just note that the game might be more affecting if there were some <i>point</i> to playing through the game not just as a good guy, but as whatever guy (or gal) you choose to create. I don&#8217;t think that addressing my character&#8217;s cannibalism in the plot stories would necessarily take away from the experience of playing a psycho elsewhere in the wastes—do you?</p>
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		<title>By: Church</title>
		<link>http://www.geekstudies.org/2009/11/a-game-of-find-the-story/comment-page-1#comment-2217</link>
		<dc:creator>Church</dc:creator>
		<pubDate>Sun, 08 Nov 2009 03:22:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=526#comment-2217</guid>
		<description>Wouldn&#039;t it make sense, though, that the imposition of a story by designers limits the sandbox quality of a game? C.f. Machinima (the ultimate user-driven stories) which tends to use systems that are more open-ended, or at least have an open-ended option. E.g., Halo.

It sounds like you&#039;re looking for more/better story arcs &#039;built into&#039; the game, whereas emergent gameplay tends to come from more open-ended environments.

Aside: One of my favorite stories was when the guys from Red vs. Blue were invited up to Bungie to test the Halo 3 engine. The employees there regularly jump into server matches to gametest/take a break. One guy jumped into the server the RvB guys were using to discuss the machinima option. Spying a group of Spartans suicidally huddled together, he immediately went into attack mode. The RvBers just turned and just *starred* at the intruder. He stopped, obviously a little unnerved by this unexpected response, and signed off.

Stray thought: If you described what you were doing in F3 without the backstories, I&#039;d have assumed you were doing a speedrun, which in Marathon (yeah I know, but it&#039;s the only game I&#039;ve played really extensively) was as often about degree of difficulty as it was about actual speed. People would complete levels, e.g., without killing anyone.</description>
		<content:encoded><![CDATA[<p>Wouldn&#8217;t it make sense, though, that the imposition of a story by designers limits the sandbox quality of a game? C.f. Machinima (the ultimate user-driven stories) which tends to use systems that are more open-ended, or at least have an open-ended option. E.g., Halo.</p>
<p>It sounds like you&#8217;re looking for more/better story arcs &#8216;built into&#8217; the game, whereas emergent gameplay tends to come from more open-ended environments.</p>
<p>Aside: One of my favorite stories was when the guys from Red vs. Blue were invited up to Bungie to test the Halo 3 engine. The employees there regularly jump into server matches to gametest/take a break. One guy jumped into the server the RvB guys were using to discuss the machinima option. Spying a group of Spartans suicidally huddled together, he immediately went into attack mode. The RvBers just turned and just *starred* at the intruder. He stopped, obviously a little unnerved by this unexpected response, and signed off.</p>
<p>Stray thought: If you described what you were doing in F3 without the backstories, I&#8217;d have assumed you were doing a speedrun, which in Marathon (yeah I know, but it&#8217;s the only game I&#8217;ve played really extensively) was as often about degree of difficulty as it was about actual speed. People would complete levels, e.g., without killing anyone.</p>
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