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	<title>Comments on: Ripburger, you&#8217;re dumber than dirt.  Take your flunky and dangle.</title>
	<atom:link href="http://chrisremo.com/bloggin/2008/03/03/ripburger-youre-dumber-than-dirt-take-your-flunky-and-dangle/feed/" rel="self" type="application/rss+xml" />
	<link>http://chrisremo.com/bloggin/2008/03/03/ripburger-youre-dumber-than-dirt-take-your-flunky-and-dangle/</link>
	<description>Video Games and Music and Other Things</description>
	<pubDate>Fri, 21 Nov 2008 09:37:36 +0000</pubDate>
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		<title>By: Chris Makris</title>
		<link>http://chrisremo.com/bloggin/2008/03/03/ripburger-youre-dumber-than-dirt-take-your-flunky-and-dangle/#comment-98</link>
		<dc:creator>Chris Makris</dc:creator>
		<pubDate>Tue, 11 Mar 2008 14:36:49 +0000</pubDate>
		<guid isPermaLink="false">http://chrisremo.com/bloggin/index.php/2008/03/03/ripburger-youre-dumber-than-dirt-take-your-flunky-and-dangle/#comment-98</guid>
		<description>Thanks for your response, I agree entirely. 

It's interesting when you consider a story as being 'a sequence of events' because, when applied to games, it really helps to simplify the approach to narrative design. Any shooter can be considered to have a story. What essentially seperates Half-Life from Quake is the inclusion of actual characters. That bumps Half-Life up a few notches, but it is still a game that is based on the gun mechanic. Same with Mass Effect. I think these developers need to trying avoiding this mechanic right from the outset. It would do wonders for their creativity. 

Does anyone else ever watch movies and make mental notes about when some action performed in the movie would actually work well, if not better, within a game?</description>
		<content:encoded><![CDATA[<p>Thanks for your response, I agree entirely. </p>
<p>It&#8217;s interesting when you consider a story as being &#8216;a sequence of events&#8217; because, when applied to games, it really helps to simplify the approach to narrative design. Any shooter can be considered to have a story. What essentially seperates Half-Life from Quake is the inclusion of actual characters. That bumps Half-Life up a few notches, but it is still a game that is based on the gun mechanic. Same with Mass Effect. I think these developers need to trying avoiding this mechanic right from the outset. It would do wonders for their creativity. </p>
<p>Does anyone else ever watch movies and make mental notes about when some action performed in the movie would actually work well, if not better, within a game?</p>
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		<title>By: Chris Remo</title>
		<link>http://chrisremo.com/bloggin/2008/03/03/ripburger-youre-dumber-than-dirt-take-your-flunky-and-dangle/#comment-94</link>
		<dc:creator>Chris Remo</dc:creator>
		<pubDate>Thu, 06 Mar 2008 15:56:17 +0000</pubDate>
		<guid isPermaLink="false">http://chrisremo.com/bloggin/index.php/2008/03/03/ripburger-youre-dumber-than-dirt-take-your-flunky-and-dangle/#comment-94</guid>
		<description>Chris Makris:

I believe that linear narrative in games will, at least from a literary perspective, remain more satisfying than dynamic narrative in the near term--not that that's saying much, in the case of most game fiction.  However, as I implied in my Far Cry 2 post earlier, I believe it is extremely important for designers to continue progressing in the realm of dynamic and interactive narrative, as it is a type of storytelling unique to games.

However, what I think is potentially even more important, at least right now, is for game designers and writers to work on achieving successful contextual narrative, such as what is seen in games like BioShock.  BioShock's narrative is not at all dynamic, but it still exploits intrinsic properties of video games such as exploration.  The clues throughout the world paint a larger picture for the player, and reward the player's own active interest.  Unlike dynamic narrative, this does not require any more complex technology than what we have, and yet most games still do not exploit it like they should.</description>
		<content:encoded><![CDATA[<p>Chris Makris:</p>
<p>I believe that linear narrative in games will, at least from a literary perspective, remain more satisfying than dynamic narrative in the near term&#8211;not that that&#8217;s saying much, in the case of most game fiction.  However, as I implied in my Far Cry 2 post earlier, I believe it is extremely important for designers to continue progressing in the realm of dynamic and interactive narrative, as it is a type of storytelling unique to games.</p>
<p>However, what I think is potentially even more important, at least right now, is for game designers and writers to work on achieving successful contextual narrative, such as what is seen in games like BioShock.  BioShock&#8217;s narrative is not at all dynamic, but it still exploits intrinsic properties of video games such as exploration.  The clues throughout the world paint a larger picture for the player, and reward the player&#8217;s own active interest.  Unlike dynamic narrative, this does not require any more complex technology than what we have, and yet most games still do not exploit it like they should.</p>
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	<item>
		<title>By: Chris Makris</title>
		<link>http://chrisremo.com/bloggin/2008/03/03/ripburger-youre-dumber-than-dirt-take-your-flunky-and-dangle/#comment-93</link>
		<dc:creator>Chris Makris</dc:creator>
		<pubDate>Thu, 06 Mar 2008 15:49:46 +0000</pubDate>
		<guid isPermaLink="false">http://chrisremo.com/bloggin/index.php/2008/03/03/ripburger-youre-dumber-than-dirt-take-your-flunky-and-dangle/#comment-93</guid>
		<description>Well said, Remo. Do you have experience with other forms of narrative that are more interactive? I have never really been attracted to Role Playing Games or even finished a Choose Your Own Adventure book. And my limited experience with hyperfiction was pretty unsatisfying (maybe you can recommend a good hyperfiction story?)... Yet, adventure games I find totally attractive. In part because so many of them are beautifully crafted visually, but also because I can expect good stories from them. I'm not sure you can say that about true (hardcore?) interactive fiction. 

So my question boils down to this... would you prefer to see a more authentically interactive experience, where the player might come to different conclusions depending on his\her many choices, OR,  an experience more in line with classic adventure dynamics but essentially updated to work with modern 3d technology (3rd or 1st person explorable worlds). For example, in one category we maybe have Fable, Mass Effect, Far Cry 2(?) .. and in the other Kings Quest, Full Throttle, Sam &#38; Max.

My question actually goes out to anyone who would like to share their opinion. Which type of game do you realistically find more appealing?</description>
		<content:encoded><![CDATA[<p>Well said, Remo. Do you have experience with other forms of narrative that are more interactive? I have never really been attracted to Role Playing Games or even finished a Choose Your Own Adventure book. And my limited experience with hyperfiction was pretty unsatisfying (maybe you can recommend a good hyperfiction story?)&#8230; Yet, adventure games I find totally attractive. In part because so many of them are beautifully crafted visually, but also because I can expect good stories from them. I&#8217;m not sure you can say that about true (hardcore?) interactive fiction. </p>
<p>So my question boils down to this&#8230; would you prefer to see a more authentically interactive experience, where the player might come to different conclusions depending on his\her many choices, OR,  an experience more in line with classic adventure dynamics but essentially updated to work with modern 3d technology (3rd or 1st person explorable worlds). For example, in one category we maybe have Fable, Mass Effect, Far Cry 2(?) .. and in the other Kings Quest, Full Throttle, Sam &amp; Max.</p>
<p>My question actually goes out to anyone who would like to share their opinion. Which type of game do you realistically find more appealing?</p>
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		<title>By: grayson</title>
		<link>http://chrisremo.com/bloggin/2008/03/03/ripburger-youre-dumber-than-dirt-take-your-flunky-and-dangle/#comment-92</link>
		<dc:creator>grayson</dc:creator>
		<pubDate>Thu, 06 Mar 2008 15:30:17 +0000</pubDate>
		<guid isPermaLink="false">http://chrisremo.com/bloggin/index.php/2008/03/03/ripburger-youre-dumber-than-dirt-take-your-flunky-and-dangle/#comment-92</guid>
		<description>I remember when I finished Full Throttle for the first time. I was on the verge of whatever emotions lead to tears, for both the accomplishments of myself and Ben, but also because of the tragedy. I emailed someone at LucasArts telling them I thought the game was too short, (although as I've aged I find myself sharing the same outlook as you on the length), and if there would be a sequel. In 1995 people actually emailed you back, and they did. They thanked me and said nothing was planned. Those were the days.</description>
		<content:encoded><![CDATA[<p>I remember when I finished Full Throttle for the first time. I was on the verge of whatever emotions lead to tears, for both the accomplishments of myself and Ben, but also because of the tragedy. I emailed someone at LucasArts telling them I thought the game was too short, (although as I&#8217;ve aged I find myself sharing the same outlook as you on the length), and if there would be a sequel. In 1995 people actually emailed you back, and they did. They thanked me and said nothing was planned. Those were the days.</p>
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