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	<title>Comments for playWRITE Blog</title>
	<link>http://playwriteblog.zeros2heroes.com</link>
	<description>Break Into the Game Industry</description>
	<pubDate>Sun, 06 Jul 2008 02:33:11 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.3.1</generator>
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		<title>Comment on NSI playWRITE: Call for Event Feedback #1 by Rebecca Blue</title>
		<link>http://playwriteblog.zeros2heroes.com/2008/05/05/nsi-playwrite-question-of-the-week/#comment-1596</link>
		<dc:creator>Rebecca Blue</dc:creator>
		<pubDate>Thu, 08 May 2008 09:07:03 +0000</pubDate>
		<guid>http://playwriteblog.zeros2heroes.com/2008/05/05/nsi-playwrite-question-of-the-week/#comment-1596</guid>
		<description>I would say you've got to play Portal, but who *hasn't* played Portal? And I agree with Wpascoe -- it's hard to pick a "greatest" list when gaming is so individualized. That said, I have little to add to the suggestions that have been made -- I think people have covered most of the truly-greats like Metal Gear, Final Fantasy Seven, Warcraft and Katamari. I'd almost want to add Kingdom Hearts here. While it isn't the best game I've ever played, it's a *very* successful example of fusion and crossover techniques actually working and creating something which stands on its own terms. For that reason alone, it's worth playing. I think Silent Hill 2 deserves to be on this list as well. Show me a game more genuinely scary and I'll eat my hat. (But don't show me Fatal Frame 2. Not only will I eat my hat, I'll cower in terror behind furniture, shaking and contemplating the futility of the endeavors of mankind).

Games worth steering away from? Generally I get a kind of contrary pleasure from playing bad games, especially if they're kind of epic in their badness. But let me record for all posterity exactly how much I despise Rule Of Rose, which shamelessly rips off Haunting Ground, Lolita, Silent Hill and Jacob's Ladder and *still* manages to get everything dead wrong.

Well, the soundtrack was okay.</description>
		<content:encoded><![CDATA[<p>I would say you&#8217;ve got to play Portal, but who *hasn&#8217;t* played Portal? And I agree with Wpascoe &#8212; it&#8217;s hard to pick a &#8220;greatest&#8221; list when gaming is so individualized. That said, I have little to add to the suggestions that have been made &#8212; I think people have covered most of the truly-greats like Metal Gear, Final Fantasy Seven, Warcraft and Katamari. I&#8217;d almost want to add Kingdom Hearts here. While it isn&#8217;t the best game I&#8217;ve ever played, it&#8217;s a *very* successful example of fusion and crossover techniques actually working and creating something which stands on its own terms. For that reason alone, it&#8217;s worth playing. I think Silent Hill 2 deserves to be on this list as well. Show me a game more genuinely scary and I&#8217;ll eat my hat. (But don&#8217;t show me Fatal Frame 2. Not only will I eat my hat, I&#8217;ll cower in terror behind furniture, shaking and contemplating the futility of the endeavors of mankind).</p>
<p>Games worth steering away from? Generally I get a kind of contrary pleasure from playing bad games, especially if they&#8217;re kind of epic in their badness. But let me record for all posterity exactly how much I despise Rule Of Rose, which shamelessly rips off Haunting Ground, Lolita, Silent Hill and Jacob&#8217;s Ladder and *still* manages to get everything dead wrong.</p>
<p>Well, the soundtrack was okay.</p>
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		<title>Comment on NSI playWRITE Winners! by Nis</title>
		<link>http://playwriteblog.zeros2heroes.com/2008/05/07/nsi-playwrite-winners/#comment-1595</link>
		<dc:creator>Nis</dc:creator>
		<pubDate>Thu, 08 May 2008 05:57:31 +0000</pubDate>
		<guid>http://playwriteblog.zeros2heroes.com/2008/05/07/nsi-playwrite-winners/#comment-1595</guid>
		<description>Congrats as well xman, i thought your pitch campaign was definitely passionate and i'm truly glad that you've found a few good reasons to stick around. :)</description>
		<content:encoded><![CDATA[<p>Congrats as well xman, i thought your pitch campaign was definitely passionate and i&#8217;m truly glad that you&#8217;ve found a few good reasons to stick around. <img src='http://playwriteblog.zeros2heroes.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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		<title>Comment on NSI playWRITE Winners! by jeffrey campbell</title>
		<link>http://playwriteblog.zeros2heroes.com/2008/05/07/nsi-playwrite-winners/#comment-1594</link>
		<dc:creator>jeffrey campbell</dc:creator>
		<pubDate>Thu, 08 May 2008 02:43:44 +0000</pubDate>
		<guid>http://playwriteblog.zeros2heroes.com/2008/05/07/nsi-playwrite-winners/#comment-1594</guid>
		<description>Yay us!</description>
		<content:encoded><![CDATA[<p>Yay us!</p>
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		<title>Comment on NSI playWRITE Winners! by xman</title>
		<link>http://playwriteblog.zeros2heroes.com/2008/05/07/nsi-playwrite-winners/#comment-1593</link>
		<dc:creator>xman</dc:creator>
		<pubDate>Thu, 08 May 2008 01:48:05 +0000</pubDate>
		<guid>http://playwriteblog.zeros2heroes.com/2008/05/07/nsi-playwrite-winners/#comment-1593</guid>
		<description>Congratulations to all the winners. I look forward to hearing about boot camp from y'all.
I also want to extend a big thank-you to all my supporters including those I brought to the site. I hope at least a few of you find good reasons to stick around. I believe I have.

X</description>
		<content:encoded><![CDATA[<p>Congratulations to all the winners. I look forward to hearing about boot camp from y&#8217;all.<br />
I also want to extend a big thank-you to all my supporters including those I brought to the site. I hope at least a few of you find good reasons to stick around. I believe I have.</p>
<p>X</p>
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		<title>Comment on NSI playWRITE: Call for Event Feedback #1 by Soulrift</title>
		<link>http://playwriteblog.zeros2heroes.com/2008/05/05/nsi-playwrite-question-of-the-week/#comment-1592</link>
		<dc:creator>Soulrift</dc:creator>
		<pubDate>Tue, 06 May 2008 22:28:30 +0000</pubDate>
		<guid>http://playwriteblog.zeros2heroes.com/2008/05/05/nsi-playwrite-question-of-the-week/#comment-1592</guid>
		<description>Nis - I was going to mention KOTOR as my 5th choice but I decided to go with TIE fighter... just to be a bit more "old skool" :)</description>
		<content:encoded><![CDATA[<p>Nis - I was going to mention KOTOR as my 5th choice but I decided to go with TIE fighter&#8230; just to be a bit more &#8220;old skool&#8221; <img src='http://playwriteblog.zeros2heroes.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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		<title>Comment on NSI playWRITE: Call for Event Feedback #1 by Nis</title>
		<link>http://playwriteblog.zeros2heroes.com/2008/05/05/nsi-playwrite-question-of-the-week/#comment-1591</link>
		<dc:creator>Nis</dc:creator>
		<pubDate>Tue, 06 May 2008 17:05:53 +0000</pubDate>
		<guid>http://playwriteblog.zeros2heroes.com/2008/05/05/nsi-playwrite-question-of-the-week/#comment-1591</guid>
		<description>Asclepius and Soulrift--NICE choices, i think MGS and FF definitely are demonstrative of games which make ample use of cinematic, while System Shock 2 and Deus Ex (a personal fave) speak to not only the integration of narrative with the game medium, but also an integration of FPS mechanics with RPG elements.   Anyone play Deus Ex 2 though? blech! hehe

Speaking of Ion Storm games, i think i would also have to vouch for Anachronox--a terrifically creative game and well written game in the vein of Tim Schafer titles such as Grim Fandango and Psychonauts.

Will--I wouldn't say that the program is asking for you to 'play this game to know how to design something different', i think it's just having a pre-knowledge of the medium...the studio jurors have definitely been advocating for participants to have some exposure to the medium as to become exposed to its affordances and limitations.  Although i agree that popular exemplars of what we consider 'bad' and 'good' shouldn't guide us to make 'more of the same' i think each of those exemplars still teach us something about the medium and game design once critically deconstructed. :)

Amanda-Good call with NWN. ;)  Not to mention I think Knights of the Old Republic is actually a terrific game to look at in terms of narrative branching and plot twisting done right in games. (i adored KOTOR)

Do we have more 'bad game' ideas?  What hasn't worked? I haven't played Star Ocean 3, i barely knew the series continued after the first one, hehe</description>
		<content:encoded><![CDATA[<p>Asclepius and Soulrift&#8211;NICE choices, i think MGS and FF definitely are demonstrative of games which make ample use of cinematic, while System Shock 2 and Deus Ex (a personal fave) speak to not only the integration of narrative with the game medium, but also an integration of FPS mechanics with RPG elements.   Anyone play Deus Ex 2 though? blech! hehe</p>
<p>Speaking of Ion Storm games, i think i would also have to vouch for Anachronox&#8211;a terrifically creative game and well written game in the vein of Tim Schafer titles such as Grim Fandango and Psychonauts.</p>
<p>Will&#8211;I wouldn&#8217;t say that the program is asking for you to &#8216;play this game to know how to design something different&#8217;, i think it&#8217;s just having a pre-knowledge of the medium&#8230;the studio jurors have definitely been advocating for participants to have some exposure to the medium as to become exposed to its affordances and limitations.  Although i agree that popular exemplars of what we consider &#8216;bad&#8217; and &#8216;good&#8217; shouldn&#8217;t guide us to make &#8216;more of the same&#8217; i think each of those exemplars still teach us something about the medium and game design once critically deconstructed. <img src='http://playwriteblog.zeros2heroes.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Amanda-Good call with NWN. <img src='http://playwriteblog.zeros2heroes.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  Not to mention I think Knights of the Old Republic is actually a terrific game to look at in terms of narrative branching and plot twisting done right in games. (i adored KOTOR)</p>
<p>Do we have more &#8216;bad game&#8217; ideas?  What hasn&#8217;t worked? I haven&#8217;t played Star Ocean 3, i barely knew the series continued after the first one, hehe</p>
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		<title>Comment on NSI playWRITE: Call for Event Feedback #1 by Amanda Doiron</title>
		<link>http://playwriteblog.zeros2heroes.com/2008/05/05/nsi-playwrite-question-of-the-week/#comment-1590</link>
		<dc:creator>Amanda Doiron</dc:creator>
		<pubDate>Tue, 06 May 2008 14:53:52 +0000</pubDate>
		<guid>http://playwriteblog.zeros2heroes.com/2008/05/05/nsi-playwrite-question-of-the-week/#comment-1590</guid>
		<description>I think one of the more obvious choices would be a game that includes module design tools. Since BioWare is one of the sponsors, perhaps participants should familiarize themselves with one of the Neverwinter Nights games.</description>
		<content:encoded><![CDATA[<p>I think one of the more obvious choices would be a game that includes module design tools. Since BioWare is one of the sponsors, perhaps participants should familiarize themselves with one of the Neverwinter Nights games.</p>
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		<title>Comment on NSI playWRITE: Call for Event Feedback #1 by wpascoe</title>
		<link>http://playwriteblog.zeros2heroes.com/2008/05/05/nsi-playwrite-question-of-the-week/#comment-1589</link>
		<dc:creator>wpascoe</dc:creator>
		<pubDate>Tue, 06 May 2008 13:26:47 +0000</pubDate>
		<guid>http://playwriteblog.zeros2heroes.com/2008/05/05/nsi-playwrite-question-of-the-week/#comment-1589</guid>
		<description>Gaming is such a personal experience that its hard to quantify and qualify this question. I've played games that I love but that others have despised and vice versa. It's all about personal preference. And if the NSI playWRITE program is truly looking for something new, something original and something different, then I don't think you can have a blanket statement that "you should play this game to know how to design something different". I think that technology is changing, people's tv and film viewing habits are changing, that its nature to think that gaming will change - from design through to method of playing/interacting all the way through to the user's experience, that it is challenging to try and state what applicants should have done when they are trying to do something in the future. I have my ideas of "must have played" games, but when I thought more about it, I realized this was just my personal experiences and preferences coming out, and that's not really what other people's experiences and preferences are about.</description>
		<content:encoded><![CDATA[<p>Gaming is such a personal experience that its hard to quantify and qualify this question. I&#8217;ve played games that I love but that others have despised and vice versa. It&#8217;s all about personal preference. And if the NSI playWRITE program is truly looking for something new, something original and something different, then I don&#8217;t think you can have a blanket statement that &#8220;you should play this game to know how to design something different&#8221;. I think that technology is changing, people&#8217;s tv and film viewing habits are changing, that its nature to think that gaming will change - from design through to method of playing/interacting all the way through to the user&#8217;s experience, that it is challenging to try and state what applicants should have done when they are trying to do something in the future. I have my ideas of &#8220;must have played&#8221; games, but when I thought more about it, I realized this was just my personal experiences and preferences coming out, and that&#8217;s not really what other people&#8217;s experiences and preferences are about.</p>
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		<title>Comment on NSI playWRITE Application Phase Ends by Kitsuneko</title>
		<link>http://playwriteblog.zeros2heroes.com/2008/04/28/nsi-playwrite-application-phase-ends/#comment-1588</link>
		<dc:creator>Kitsuneko</dc:creator>
		<pubDate>Tue, 06 May 2008 12:11:21 +0000</pubDate>
		<guid>http://playwriteblog.zeros2heroes.com/2008/04/28/nsi-playwrite-application-phase-ends/#comment-1588</guid>
		<description>Thanks for the answer. A cross-country judging process sounds exciting!</description>
		<content:encoded><![CDATA[<p>Thanks for the answer. A cross-country judging process sounds exciting!</p>
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		<title>Comment on NSI playWRITE: Call for Event Feedback #1 by Soulrift</title>
		<link>http://playwriteblog.zeros2heroes.com/2008/05/05/nsi-playwrite-question-of-the-week/#comment-1587</link>
		<dc:creator>Soulrift</dc:creator>
		<pubDate>Tue, 06 May 2008 06:32:53 +0000</pubDate>
		<guid>http://playwriteblog.zeros2heroes.com/2008/05/05/nsi-playwrite-question-of-the-week/#comment-1587</guid>
		<description>First Pick: System Shock 2 / Bioshock.

System Shock 2 really set the stage for first-person narrative experiences in video games. Many games with the strongest narratives determine the character that the player will play - take Deus Ex, for example, or Star Wars: Knights of the Old Republic. The story is written, and you experience it from a character's perspective, but that character is ultimately designed and determined by the game's developers. Other games eschew character narrative entirely in favor of a free-form experience for the player, games such as Fallout or Elder Scrolls IV: Oblivion, where the player truly comes out of nowhere and a story is loosely crafted around them.

System Shock 2 made the player the character of the game, but told the player their story. While the player was guided by a string of requests that he or she could, ostensiby, ignore, the player's character itself was developed. This false sense of freedom was capitalized upon in the climax of SS2's spiritual successor, Bioshock. Both games are fantastic examples of narrative in a free-form, yet structure-limited, game.


Second Pick: Deus Ex / Thief (especially Deadly Shadows).

Never before has a conspiracy story been told so convincingly. The story is plainly epic, from the rough start on Liberty Island through to the secret bases and even more secret societies. The development of JC Denton, along with his relationship to all the other characters around him, was one of the stronger character narratives in American gaming; a strength usually seen in European or Asian games. Likewise with Thief, especially in the third incarnation. Garret has to be one of gaming's most memorable characters and his conflicts, both internal and external, closely resemble JC's.

Besides, the one-liners were great. I still live by "My vision is augmented."

Third Pick: Fallout / Fallout 2

Ahh, Fallout. Need I say more? Really?

These two RPGs showed how free-form un-character-driven games can be so successful by designing such a rich world that the character narrative didn't even matter anymore. In Fallout, you're not telling the story of a person, but of an event. The characters that bring the event about are mere footnotes to the tale of the event itself. While this is generally the aim of most game narratives, few achieve it quite as powerfully as Fallout. Queue Maybe by Inkspots.

Fourth Pick: World of Warcraft / Final Fantasy XI (for the particularly masochistic)

These days, with the turn of PC gaming to the online scope, one cannot forgo a crash course in MMORPGs. Game design aside, these two titles have particular poignancy in the narrative department. Both feature very rich worlds with history and drama to fill hours - literally. What's interesting is how differently both tell their tales. WoW's lore is more fragmented: players have to seek out much of the story and history on their own, and often outside of the game. The major events play out in real time before the players eyes, often in the exclusive domain of 40-, and later 25-player, raid instances. Take, for example, the fights of Kael'Thas in Tempest Keep or Illidan in Black Temple: both are accompanied by lengthy introductory speeches detailing the game's lore and the presence of the bosses.

Final Fantasy XI, on the other hand, takes a rather unique approach, at least among MMOs. It's the only MMO I've played that fully employs cut-scenes to tell the story of the player's unique story withing the world of Vana'diel. What's particularly odd about it all is that it tells the story as if it were a single player game: while a group of six might complete a quest together, all six see the same cut-scene of their character alone meeting with the NPCs and completing the quest. The end result, however, is rich storytelling on par with the best of the Final Fantasy series.

Fifth Choice: Star Wars: TIE Fighter / Defender of the Empire

One of the very large foundations of the game industry is adapting existing IP to games. It's a great challenge to capture the spirit and feel of the IP from its original form, be it books, comics, movies, or TV, and produce a viable game from it. It's particularly difficult when the IP has such a strong following, and few IPs have as strong a following at Star Wars. The original floppy disk version of TIE fighter and its expansion, Defender of the Empire, showed how well good narrative could bring such repetitive gameplay and such a staunch IP to life in a very fun, engaging game.

Besides, having this game under one's belt adds a nice 14-years-of-experience notch :)</description>
		<content:encoded><![CDATA[<p>First Pick: System Shock 2 / Bioshock.</p>
<p>System Shock 2 really set the stage for first-person narrative experiences in video games. Many games with the strongest narratives determine the character that the player will play - take Deus Ex, for example, or Star Wars: Knights of the Old Republic. The story is written, and you experience it from a character&#8217;s perspective, but that character is ultimately designed and determined by the game&#8217;s developers. Other games eschew character narrative entirely in favor of a free-form experience for the player, games such as Fallout or Elder Scrolls IV: Oblivion, where the player truly comes out of nowhere and a story is loosely crafted around them.</p>
<p>System Shock 2 made the player the character of the game, but told the player their story. While the player was guided by a string of requests that he or she could, ostensiby, ignore, the player&#8217;s character itself was developed. This false sense of freedom was capitalized upon in the climax of SS2&#8217;s spiritual successor, Bioshock. Both games are fantastic examples of narrative in a free-form, yet structure-limited, game.</p>
<p>Second Pick: Deus Ex / Thief (especially Deadly Shadows).</p>
<p>Never before has a conspiracy story been told so convincingly. The story is plainly epic, from the rough start on Liberty Island through to the secret bases and even more secret societies. The development of JC Denton, along with his relationship to all the other characters around him, was one of the stronger character narratives in American gaming; a strength usually seen in European or Asian games. Likewise with Thief, especially in the third incarnation. Garret has to be one of gaming&#8217;s most memorable characters and his conflicts, both internal and external, closely resemble JC&#8217;s.</p>
<p>Besides, the one-liners were great. I still live by &#8220;My vision is augmented.&#8221;</p>
<p>Third Pick: Fallout / Fallout 2</p>
<p>Ahh, Fallout. Need I say more? Really?</p>
<p>These two RPGs showed how free-form un-character-driven games can be so successful by designing such a rich world that the character narrative didn&#8217;t even matter anymore. In Fallout, you&#8217;re not telling the story of a person, but of an event. The characters that bring the event about are mere footnotes to the tale of the event itself. While this is generally the aim of most game narratives, few achieve it quite as powerfully as Fallout. Queue Maybe by Inkspots.</p>
<p>Fourth Pick: World of Warcraft / Final Fantasy XI (for the particularly masochistic)</p>
<p>These days, with the turn of PC gaming to the online scope, one cannot forgo a crash course in MMORPGs. Game design aside, these two titles have particular poignancy in the narrative department. Both feature very rich worlds with history and drama to fill hours - literally. What&#8217;s interesting is how differently both tell their tales. WoW&#8217;s lore is more fragmented: players have to seek out much of the story and history on their own, and often outside of the game. The major events play out in real time before the players eyes, often in the exclusive domain of 40-, and later 25-player, raid instances. Take, for example, the fights of Kael&#8217;Thas in Tempest Keep or Illidan in Black Temple: both are accompanied by lengthy introductory speeches detailing the game&#8217;s lore and the presence of the bosses.</p>
<p>Final Fantasy XI, on the other hand, takes a rather unique approach, at least among MMOs. It&#8217;s the only MMO I&#8217;ve played that fully employs cut-scenes to tell the story of the player&#8217;s unique story withing the world of Vana&#8217;diel. What&#8217;s particularly odd about it all is that it tells the story as if it were a single player game: while a group of six might complete a quest together, all six see the same cut-scene of their character alone meeting with the NPCs and completing the quest. The end result, however, is rich storytelling on par with the best of the Final Fantasy series.</p>
<p>Fifth Choice: Star Wars: TIE Fighter / Defender of the Empire</p>
<p>One of the very large foundations of the game industry is adapting existing IP to games. It&#8217;s a great challenge to capture the spirit and feel of the IP from its original form, be it books, comics, movies, or TV, and produce a viable game from it. It&#8217;s particularly difficult when the IP has such a strong following, and few IPs have as strong a following at Star Wars. The original floppy disk version of TIE fighter and its expansion, Defender of the Empire, showed how well good narrative could bring such repetitive gameplay and such a staunch IP to life in a very fun, engaging game.</p>
<p>Besides, having this game under one&#8217;s belt adds a nice 14-years-of-experience notch <img src='http://playwriteblog.zeros2heroes.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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