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	<title>Comments for Games Gone Feral</title>
	<link>http://www.gamesgoneferal.com</link>
	<description>The Unofficial Site of Seattle Area Designers</description>
	<pubDate>Sun, 07 Sep 2008 13:39:01 +0000</pubDate>
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		<title>Comment on Click Here For Tastefully Nude Pictures of Jessica Alba (Classy Ones) by Senor Taco</title>
		<link>http://www.gamesgoneferal.com/2007/11/17/click-here-for-tastefully-nude-pictures-of-jessica-alba-classy-ones/#comment-181</link>
		<dc:creator>Senor Taco</dc:creator>
		<pubDate>Wed, 05 Dec 2007 15:35:13 +0000</pubDate>
		<guid>http://www.gamesgoneferal.com/2007/11/17/click-here-for-tastefully-nude-pictures-of-jessica-alba-classy-ones/#comment-181</guid>
		<description>Not bad.  The article part's pretty good too.</description>
		<content:encoded><![CDATA[<p>Not bad.  The article part&#8217;s pretty good too.</p>
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		<title>Comment on Rejected Game Concepts #92: &#8220;The Thief of Thievery: A Thief&#8217;s Tale&#8221; by ramtower</title>
		<link>http://www.gamesgoneferal.com/2007/11/30/rejected-game-concepts-92-the-thief-of-thievery-a-thiefs-tale/#comment-223</link>
		<dc:creator>ramtower</dc:creator>
		<pubDate>Tue, 04 Dec 2007 04:02:13 +0000</pubDate>
		<guid>http://www.gamesgoneferal.com/2007/11/30/rejected-game-concepts-92-the-thief-of-thievery-a-thiefs-tale/#comment-223</guid>
		<description>I would like to welcome the phrase "browsacking" to my personal lexicon. I hope that it enjoys its time in my brain.</description>
		<content:encoded><![CDATA[<p>I would like to welcome the phrase &#8220;browsacking&#8221; to my personal lexicon. I hope that it enjoys its time in my brain.</p>
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		<title>Comment on My Parents Were Wrong by camomilk</title>
		<link>http://www.gamesgoneferal.com/2007/11/28/my-parents-were-wrong/#comment-219</link>
		<dc:creator>camomilk</dc:creator>
		<pubDate>Tue, 04 Dec 2007 03:51:16 +0000</pubDate>
		<guid>http://www.gamesgoneferal.com/2007/11/28/my-parents-were-wrong/#comment-219</guid>
		<description>Nice post Austin. My parents used to limit my playtime too, but at least I was allowed to do chores or yardwork to earn more time.

We've played Whirlyball here at Airtight too, maybe we could set up a match between our companies sometime.

- JJ</description>
		<content:encoded><![CDATA[<p>Nice post Austin. My parents used to limit my playtime too, but at least I was allowed to do chores or yardwork to earn more time.</p>
<p>We&#8217;ve played Whirlyball here at Airtight too, maybe we could set up a match between our companies sometime.</p>
<p>- JJ</p>
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		<title>Comment on Rejected Game Concepts #92: &#8220;The Thief of Thievery: A Thief&#8217;s Tale&#8221; by bagman</title>
		<link>http://www.gamesgoneferal.com/2007/11/30/rejected-game-concepts-92-the-thief-of-thievery-a-thiefs-tale/#comment-222</link>
		<dc:creator>bagman</dc:creator>
		<pubDate>Mon, 03 Dec 2007 09:25:07 +0000</pubDate>
		<guid>http://www.gamesgoneferal.com/2007/11/30/rejected-game-concepts-92-the-thief-of-thievery-a-thiefs-tale/#comment-222</guid>
		<description>keep these games coming man, I would SO buy all of them so far xD</description>
		<content:encoded><![CDATA[<p>keep these games coming man, I would SO buy all of them so far xD</p>
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		<title>Comment on Rejected Game Concepts #92: &#8220;The Thief of Thievery: A Thief&#8217;s Tale&#8221; by Anonymous</title>
		<link>http://www.gamesgoneferal.com/2007/11/30/rejected-game-concepts-92-the-thief-of-thievery-a-thiefs-tale/#comment-224</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Sun, 02 Dec 2007 01:55:11 +0000</pubDate>
		<guid>http://www.gamesgoneferal.com/2007/11/30/rejected-game-concepts-92-the-thief-of-thievery-a-thiefs-tale/#comment-224</guid>
		<description>Smelly-AWESOME.</description>
		<content:encoded><![CDATA[<p>Smelly-AWESOME.</p>
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		<title>Comment on Rejected Game Concepts #92: &#8220;The Thief of Thievery: A Thief&#8217;s Tale&#8221; by NPJ</title>
		<link>http://www.gamesgoneferal.com/2007/11/30/rejected-game-concepts-92-the-thief-of-thievery-a-thiefs-tale/#comment-221</link>
		<dc:creator>NPJ</dc:creator>
		<pubDate>Sat, 01 Dec 2007 12:52:50 +0000</pubDate>
		<guid>http://www.gamesgoneferal.com/2007/11/30/rejected-game-concepts-92-the-thief-of-thievery-a-thiefs-tale/#comment-221</guid>
		<description>So far i would buy every one of your proposed games.

Friggin' princes, thinking they're so big, lording their fancy armour and hygeine over me, we'll see who "needs a bath" and smells "just....just awful" after a thorough browsacking!</description>
		<content:encoded><![CDATA[<p>So far i would buy every one of your proposed games.</p>
<p>Friggin&#8217; princes, thinking they&#8217;re so big, lording their fancy armour and hygeine over me, we&#8217;ll see who &#8220;needs a bath&#8221; and smells &#8220;just&#8230;.just awful&#8221; after a thorough browsacking!</p>
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		<title>Comment on Rejected Game Concepts #92: &#8220;The Thief of Thievery: A Thief&#8217;s Tale&#8221; by Stankleberry</title>
		<link>http://www.gamesgoneferal.com/2007/11/30/rejected-game-concepts-92-the-thief-of-thievery-a-thiefs-tale/#comment-220</link>
		<dc:creator>Stankleberry</dc:creator>
		<pubDate>Sat, 01 Dec 2007 12:29:24 +0000</pubDate>
		<guid>http://www.gamesgoneferal.com/2007/11/30/rejected-game-concepts-92-the-thief-of-thievery-a-thiefs-tale/#comment-220</guid>
		<description>Ew, you have to poop on their beds?  That's smelly.</description>
		<content:encoded><![CDATA[<p>Ew, you have to poop on their beds?  That&#8217;s smelly.</p>
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		<title>Comment on Diary of a Lapsed Gamer: Buying a Console by Christian</title>
		<link>http://www.gamesgoneferal.com/2007/10/04/diary-of-a-lapsed-gamer-buying-a-console/#comment-115</link>
		<dc:creator>Christian</dc:creator>
		<pubDate>Wed, 28 Nov 2007 23:13:11 +0000</pubDate>
		<guid>http://www.gamesgoneferal.com/2007/10/04/diary-of-a-lapsed-gamer-buying-a-console/#comment-115</guid>
		<description>"your pc"
"ur website"

...By spelling the word out for "pc" but not for "website," you betray your own bias! You blatantly prefer pc gaming to website gaming!</description>
		<content:encoded><![CDATA[<p>&#8220;your pc&#8221;<br />
&#8220;ur website&#8221;</p>
<p>&#8230;By spelling the word out for &#8220;pc&#8221; but not for &#8220;website,&#8221; you betray your own bias! You blatantly prefer pc gaming to website gaming!</p>
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		<title>Comment on My Parents Were Wrong by Jay</title>
		<link>http://www.gamesgoneferal.com/2007/11/28/my-parents-were-wrong/#comment-218</link>
		<dc:creator>Jay</dc:creator>
		<pubDate>Wed, 28 Nov 2007 21:21:23 +0000</pubDate>
		<guid>http://www.gamesgoneferal.com/2007/11/28/my-parents-were-wrong/#comment-218</guid>
		<description>&lt;p&gt;The filmmakers of an awful, fetishistic, pretty much meritless 2005 movie called &lt;i&gt;Chaos&lt;/i&gt; took Roger Ebert to task for his zero star review, defending their product as "art" in much the same way Super Columbine Massacre does. I know Ebert's not too popular in video game circles these days after his comments about video games and art, but I thought his response to the Chaos filmmakers was spot-on:&lt;/p&gt;
&lt;p&gt;&lt;i&gt;I believe art can certainly be nihilistic and express hopelessness . . . I believe evil can win in fiction, as it often does in real life. But I prefer that the artist express an attitude toward that evil. It is not enough to record it; what do you think and feel about it? Your real purpose in making "Chaos," I suspect, was not to educate, but to create a scandal that would draw an audience. There's always money to be made by going further and being more shocking. Sometimes there is also art to be found in that direction, but not this time. That's because your film creates a closed system in which any alternative outcome is excluded; it is like a movie of a man falling to his death, which can have no developments except that he continues to fall, and no ending except that he dies.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The entire response is &lt;a href=http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/20050818/COMMENTARY/508190304 rel="nofollow"&gt;here&lt;/a&gt;. I can't read it without thinking of Super Columbine Massacre.&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>The filmmakers of an awful, fetishistic, pretty much meritless 2005 movie called <i>Chaos</i> took Roger Ebert to task for his zero star review, defending their product as &#8220;art&#8221; in much the same way Super Columbine Massacre does. I know Ebert&#8217;s not too popular in video game circles these days after his comments about video games and art, but I thought his response to the Chaos filmmakers was spot-on:</p>
<p><i>I believe art can certainly be nihilistic and express hopelessness . . . I believe evil can win in fiction, as it often does in real life. But I prefer that the artist express an attitude toward that evil. It is not enough to record it; what do you think and feel about it? Your real purpose in making &#8220;Chaos,&#8221; I suspect, was not to educate, but to create a scandal that would draw an audience. There&#8217;s always money to be made by going further and being more shocking. Sometimes there is also art to be found in that direction, but not this time. That&#8217;s because your film creates a closed system in which any alternative outcome is excluded; it is like a movie of a man falling to his death, which can have no developments except that he continues to fall, and no ending except that he dies.</i></p>
<p>The entire response is <a href=http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/20050818/COMMENTARY/508190304 rel="nofollow">here</a>. I can&#8217;t read it without thinking of Super Columbine Massacre.</p>
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		<title>Comment on The Great Fallacy: Does Freedom = Immersion? by Capt_Poco</title>
		<link>http://www.gamesgoneferal.com/2007/11/05/the-great-fallacy-does-freedom-immersion/#comment-162</link>
		<dc:creator>Capt_Poco</dc:creator>
		<pubDate>Sun, 25 Nov 2007 19:57:50 +0000</pubDate>
		<guid>http://www.gamesgoneferal.com/2007/11/05/the-great-fallacy-does-freedom-immersion/#comment-162</guid>
		<description>Developers who say their game is "open-ended" really mean "like GTA". But GTA was not a completely open-ended game. In fact, it had a very linear, old-fashioned storyline. But GTA succeeded in separating the interactive parts of the game from the non-interactive parts.  While the character was on the street, the game was totally open-ended. While he is in a mission, or cut-scene, the game is non-interactive or less-interactive.

The real problem with Half-Life is not the silent protagonist (as someone mentioned above, Zelda has a silent protagonist as well). In reality, it is the fact that the (non-interactive) story sequences are mixed in with the (interactive) main game. This creates the danger that "nine out of ten players will likely miss (the cutscenes) altogether and, even when they do see them, will still not understand the significance". The player expects the cutscene gameplay to be similar to the main game, and vice versa, because there is no real transition between cutscene and main game. Traditional cutscenes work better than Half-Life's cutscenes at establishing a story because they are well defined and separated from the main gameplay.</description>
		<content:encoded><![CDATA[<p>Developers who say their game is &#8220;open-ended&#8221; really mean &#8220;like GTA&#8221;. But GTA was not a completely open-ended game. In fact, it had a very linear, old-fashioned storyline. But GTA succeeded in separating the interactive parts of the game from the non-interactive parts.  While the character was on the street, the game was totally open-ended. While he is in a mission, or cut-scene, the game is non-interactive or less-interactive.</p>
<p>The real problem with Half-Life is not the silent protagonist (as someone mentioned above, Zelda has a silent protagonist as well). In reality, it is the fact that the (non-interactive) story sequences are mixed in with the (interactive) main game. This creates the danger that &#8220;nine out of ten players will likely miss (the cutscenes) altogether and, even when they do see them, will still not understand the significance&#8221;. The player expects the cutscene gameplay to be similar to the main game, and vice versa, because there is no real transition between cutscene and main game. Traditional cutscenes work better than Half-Life&#8217;s cutscenes at establishing a story because they are well defined and separated from the main gameplay.</p>
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