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	<title>Comments on: Press button to proceed</title>
	<atom:link href="http://tale-of-tales.com/blog/2008/08/04/press-button-to-proceed/feed/" rel="self" type="application/rss+xml" />
	<link>http://tale-of-tales.com/blog/2008/08/04/press-button-to-proceed/</link>
	<description>Auriea Harvey &#038; Michaël Samyn telling tales of Tale of Tales</description>
	<pubDate>Thu, 08 Jan 2009 12:05:58 +0000</pubDate>
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		<title>By: axcho</title>
		<link>http://tale-of-tales.com/blog/2008/08/04/press-button-to-proceed/#comment-26462</link>
		<dc:creator>axcho</dc:creator>
		<pubDate>Sat, 16 Aug 2008 22:43:27 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=360#comment-26462</guid>
		<description>That Eskil Steenberg has a very interesting blog! Thanks for the link. :)

Your mention of game design as "a problem that needs to be solved rather than an opportunity that can be exploited" reminds me very much of how Jonathan Blow contrasted architected games (forcing design to fit plan) with those that are designed with receptivity to what possibilities actually come up during development, like how a digital painter might make a speedpainting starting from a few scribbles. Also reminded me of a post I just read on Eskil Steenberg's blog, "All true renegades walk alone."</description>
		<content:encoded><![CDATA[<p>That Eskil Steenberg has a very interesting blog! Thanks for the link. :)</p>
<p>Your mention of game design as &#8220;a problem that needs to be solved rather than an opportunity that can be exploited&#8221; reminds me very much of how Jonathan Blow contrasted architected games (forcing design to fit plan) with those that are designed with receptivity to what possibilities actually come up during development, like how a digital painter might make a speedpainting starting from a few scribbles. Also reminded me of a post I just read on Eskil Steenberg&#8217;s blog, &#8220;All true renegades walk alone.&#8221;</p>
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		<title>By: Ilia Chentsov</title>
		<link>http://tale-of-tales.com/blog/2008/08/04/press-button-to-proceed/#comment-26364</link>
		<dc:creator>Ilia Chentsov</dc:creator>
		<pubDate>Mon, 11 Aug 2008 13:51:07 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=360#comment-26364</guid>
		<description>Metal Gear is not a FPS, neither it's "notorious for releasing so called FPSs". It's "Tactical espionage action", mostly in third-person. Especially the first 2D, not so solid Metal Gears.</description>
		<content:encoded><![CDATA[<p>Metal Gear is not a FPS, neither it&#8217;s &#8220;notorious for releasing so called FPSs&#8221;. It&#8217;s &#8220;Tactical espionage action&#8221;, mostly in third-person. Especially the first 2D, not so solid Metal Gears.</p>
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		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/2008/08/04/press-button-to-proceed/#comment-26259</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Thu, 07 Aug 2008 17:41:57 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=360#comment-26259</guid>
		<description>You make them sound so nice. ;)</description>
		<content:encoded><![CDATA[<p>You make them sound so nice. ;)</p>
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		<title>By: Dick Deadeye</title>
		<link>http://tale-of-tales.com/blog/2008/08/04/press-button-to-proceed/#comment-26258</link>
		<dc:creator>Dick Deadeye</dc:creator>
		<pubDate>Thu, 07 Aug 2008 16:52:23 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=360#comment-26258</guid>
		<description>This is a common malady among many new platform games. It stems from an attempt to lure in new (non) gamers by removing the fundamental stumbling block for people not normally interested in video gaming - that being the game itself. The result is something along the lines of an old-school rail-shooter, where you follow a storyline while pressing jump and attack but have no real interaction with the environment beyond "use gun on baddie". Metal Gear is notorious for releasing so called FPSs that boil down to little more than short puzzle levels bumped by half-hour cutscenes packed with straight narrative and exposition. Devil May Cry may be a worse offender, running full-length cinematics in the middle of actual combat. These linear style games have become less about play-time and more about spectacle. These games hold the player's hand and carefully lead him through a series of puzzles and cinematics, all the way through to the credits. Games like this may be a fun way to spend an afternoon, but have little appeal to hardcore or old-school gamers.</description>
		<content:encoded><![CDATA[<p>This is a common malady among many new platform games. It stems from an attempt to lure in new (non) gamers by removing the fundamental stumbling block for people not normally interested in video gaming - that being the game itself. The result is something along the lines of an old-school rail-shooter, where you follow a storyline while pressing jump and attack but have no real interaction with the environment beyond &#8220;use gun on baddie&#8221;. Metal Gear is notorious for releasing so called FPSs that boil down to little more than short puzzle levels bumped by half-hour cutscenes packed with straight narrative and exposition. Devil May Cry may be a worse offender, running full-length cinematics in the middle of actual combat. These linear style games have become less about play-time and more about spectacle. These games hold the player&#8217;s hand and carefully lead him through a series of puzzles and cinematics, all the way through to the credits. Games like this may be a fun way to spend an afternoon, but have little appeal to hardcore or old-school gamers.</p>
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		<title>By: PBB</title>
		<link>http://tale-of-tales.com/blog/2008/08/04/press-button-to-proceed/#comment-26253</link>
		<dc:creator>PBB</dc:creator>
		<pubDate>Thu, 07 Aug 2008 13:00:35 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=360#comment-26253</guid>
		<description>So talking about "love", what do you all think about it? I love the idea to have a world that trully changes with the player's actions, but I'm really scared with the "bullies", that may destroy all of you're actions really easilly. I guess it's the consequence of freedom.
But since there isn't much information on it [yet?], I have a hard time imagining it , but leave the players mark one place, the game letting you create you're own towns, and the fact that when you destroy one donjon, its not going to come back for other players might be risky for persitance of the world, but   gives a difference with the other mmogs that tend to be all the same...</description>
		<content:encoded><![CDATA[<p>So talking about &#8220;love&#8221;, what do you all think about it? I love the idea to have a world that trully changes with the player&#8217;s actions, but I&#8217;m really scared with the &#8220;bullies&#8221;, that may destroy all of you&#8217;re actions really easilly. I guess it&#8217;s the consequence of freedom.<br />
But since there isn&#8217;t much information on it [yet?], I have a hard time imagining it , but leave the players mark one place, the game letting you create you&#8217;re own towns, and the fact that when you destroy one donjon, its not going to come back for other players might be risky for persitance of the world, but   gives a difference with the other mmogs that tend to be all the same&#8230;</p>
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		<title>By: Ben</title>
		<link>http://tale-of-tales.com/blog/2008/08/04/press-button-to-proceed/#comment-26199</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Mon, 04 Aug 2008 23:26:12 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=360#comment-26199</guid>
		<description>oh nevermind about the link, you hyperlinked the words, sorry :-)</description>
		<content:encoded><![CDATA[<p>oh nevermind about the link, you hyperlinked the words, sorry :-)</p>
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		<title>By: Ben</title>
		<link>http://tale-of-tales.com/blog/2008/08/04/press-button-to-proceed/#comment-26195</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Mon, 04 Aug 2008 20:36:07 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=360#comment-26195</guid>
		<description>I've had difficulty finding any information on "love", could you post where you find yours?

I think the notion of gameplay as a problem is interesting. In fact, i think we all as artists look at different parts of our crafts as "problems." I know i've read hundreds and hundreds of pages on how to accurate render skin in paint, etc. It's considered a "design problem." I think sometimes I'm guilty of looking at it as a problem in the sense of limitations when really we should look at it as a problem like the great mathematicians looked at equations. Like beautiful locks that it takes an artist to open.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve had difficulty finding any information on &#8220;love&#8221;, could you post where you find yours?</p>
<p>I think the notion of gameplay as a problem is interesting. In fact, i think we all as artists look at different parts of our crafts as &#8220;problems.&#8221; I know i&#8217;ve read hundreds and hundreds of pages on how to accurate render skin in paint, etc. It&#8217;s considered a &#8220;design problem.&#8221; I think sometimes I&#8217;m guilty of looking at it as a problem in the sense of limitations when really we should look at it as a problem like the great mathematicians looked at equations. Like beautiful locks that it takes an artist to open.</p>
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		<title>By: Redkora</title>
		<link>http://tale-of-tales.com/blog/2008/08/04/press-button-to-proceed/#comment-26193</link>
		<dc:creator>Redkora</dc:creator>
		<pubDate>Mon, 04 Aug 2008 19:53:24 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=360#comment-26193</guid>
		<description>That looks rad! I'll have to keep taps on this one.</description>
		<content:encoded><![CDATA[<p>That looks rad! I&#8217;ll have to keep taps on this one.</p>
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