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	<title>Comments on: Interview with Gry</title>
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	<link>http://tale-of-tales.com/blog/2008/07/19/interview-with-gry/</link>
	<description>Auriea Harvey &#038; Michaël Samyn telling tales of Tale of Tales</description>
	<pubDate>Fri, 21 Nov 2008 16:53:27 +0000</pubDate>
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		<title>By: Wildbluesun</title>
		<link>http://tale-of-tales.com/blog/2008/07/19/interview-with-gry/#comment-25950</link>
		<dc:creator>Wildbluesun</dc:creator>
		<pubDate>Thu, 24 Jul 2008 21:14:02 +0000</pubDate>
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		<description>I mean more human as in...more sensitive. More emotional. More REAL, and less like a nightmare.</description>
		<content:encoded><![CDATA[<p>I mean more human as in&#8230;more sensitive. More emotional. More REAL, and less like a nightmare.</p>
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		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/2008/07/19/interview-with-gry/#comment-25940</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Thu, 24 Jul 2008 07:01:46 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=356#comment-25940</guid>
		<description>I'm not sure if games as such need to be more human. I actually tend to prefer games that are more abstract and less representational. But if they do get representational, I think they should also get more human/narative/meaningful. Otherwise, indeed, you get absurdity.

So perhaps we don't need games to be more human. Perhaps we just need more human games.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure if games as such need to be more human. I actually tend to prefer games that are more abstract and less representational. But if they do get representational, I think they should also get more human/narative/meaningful. Otherwise, indeed, you get absurdity.</p>
<p>So perhaps we don&#8217;t need games to be more human. Perhaps we just need more human games.</p>
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		<title>By: Wildbluesun</title>
		<link>http://tale-of-tales.com/blog/2008/07/19/interview-with-gry/#comment-25934</link>
		<dc:creator>Wildbluesun</dc:creator>
		<pubDate>Wed, 23 Jul 2008 22:38:22 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=356#comment-25934</guid>
		<description>It's not even entirely a mission, because it's the full game. And the point of the game is not to complete the mission.

When you put it like that - "required to reload manually or if the enemies dropped any gold after they die" - it does sound pretty absurd. I've never really challenged that sort of convention, even in my head (though I tend to lose interest in that sort of game pretty quickly anyway).

Games need to be more human. Much more so.</description>
		<content:encoded><![CDATA[<p>It&#8217;s not even entirely a mission, because it&#8217;s the full game. And the point of the game is not to complete the mission.</p>
<p>When you put it like that - &#8220;required to reload manually or if the enemies dropped any gold after they die&#8221; - it does sound pretty absurd. I&#8217;ve never really challenged that sort of convention, even in my head (though I tend to lose interest in that sort of game pretty quickly anyway).</p>
<p>Games need to be more human. Much more so.</p>
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	<item>
		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/2008/07/19/interview-with-gry/#comment-25932</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Wed, 23 Jul 2008 20:29:15 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=356#comment-25932</guid>
		<description>Hehe. I find it even hard to think of "missions" when the one "mission" in the game is simply to bring bread and wine to your grandmother and, as we know from the fairy tale, you're not even supposed to do that in any goal-oriented manner. Let alone be rewarded for it.
Good thing they didn't ask us if you were required to reload manually or if the enemies dropped any gold after they die... It's funny how quickly we get used to conventions which are, at face value, completely absurd.
The Path makes a lot more sense, in a human kind of way. But in a game context, it seems strange...</description>
		<content:encoded><![CDATA[<p>Hehe. I find it even hard to think of &#8220;missions&#8221; when the one &#8220;mission&#8221; in the game is simply to bring bread and wine to your grandmother and, as we know from the fairy tale, you&#8217;re not even supposed to do that in any goal-oriented manner. Let alone be rewarded for it.<br />
Good thing they didn&#8217;t ask us if you were required to reload manually or if the enemies dropped any gold after they die&#8230; It&#8217;s funny how quickly we get used to conventions which are, at face value, completely absurd.<br />
The Path makes a lot more sense, in a human kind of way. But in a game context, it seems strange&#8230;</p>
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		<title>By: Wildbluesun</title>
		<link>http://tale-of-tales.com/blog/2008/07/19/interview-with-gry/#comment-25931</link>
		<dc:creator>Wildbluesun</dc:creator>
		<pubDate>Wed, 23 Jul 2008 20:13:12 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=356#comment-25931</guid>
		<description>That was amusing.

"What missions are there?"
Only one.

"What puzzles are there?"
None.

...That's what happens when you take a set of questions written for a typical game, and apply them to Tale of Tales.</description>
		<content:encoded><![CDATA[<p>That was amusing.</p>
<p>&#8220;What missions are there?&#8221;<br />
Only one.</p>
<p>&#8220;What puzzles are there?&#8221;<br />
None.</p>
<p>&#8230;That&#8217;s what happens when you take a set of questions written for a typical game, and apply them to Tale of Tales.</p>
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