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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 &#38; Michaël Samyn telling tales of Tale of Tales</description>
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		<title>By: Wildbluesun</title>
		<link>http://tale-of-tales.com/blog/2008/07/19/interview-with-gry/comment-page-1/#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-page-1/#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&#039;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&#039;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-page-1/#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&#039;s not even entirely a mission, because it&#039;s the full game. And the point of the game is not to complete the mission.

When you put it like that - &quot;required to reload manually or if the enemies dropped any gold after they die&quot; - it does sound pretty absurd. I&#039;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 &#8211; &#8220;required to reload manually or if the enemies dropped any gold after they die&#8221; &#8211; 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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		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/2008/07/19/interview-with-gry/comment-page-1/#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 &quot;missions&quot; when the one &quot;mission&quot; in the game is simply to bring bread and wine to your grandmother and, as we know from the fairy tale, you&#039;re not even supposed to do that in any goal-oriented manner. Let alone be rewarded for it.
Good thing they didn&#039;t ask us if you were required to reload manually or if the enemies dropped any gold after they die... It&#039;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-page-1/#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.

&quot;What missions are there?&quot;
Only one.

&quot;What puzzles are there?&quot;
None.

...That&#039;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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