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	<title>Comments on: Closing the Floodgates</title>
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		<title>By: Tony</title>
		<link>http://www.therumblepack.com/2010/03/18/closing-the-floodgates/#comment-1147</link>
		<dc:creator>Tony</dc:creator>
		<pubDate>Mon, 22 Mar 2010 15:06:59 +0000</pubDate>
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		<description>I know we&#039;ve talked about this multiple times, but I think we&#039;re finally at that point where lines can be blurred. Unlike you, I HATE being left in the dark. A little mystery is fine, I don&#039;t need every question answered (and  I certainly don&#039;t need the story to be so vague that &quot;codecs&quot; are required to understand what&#039;s going on). But I don&#039;t mind being told about the history and backstory to an environment. Especially if it&#039;s well crafted and consistant, then I have no problem following someone&#039;s creative vision.

As an aside, I think we&#039;re at a point where unless the game is broken, it&#039;s hard to really objectively say that a particular game is a &quot;bad&quot; game. Again, not in retaliation to anything you&#039;ve mentioned above, but with respect to reviews and critiques we&#039;re at a point where taste is really a major factor. So to wrap it up, I see where you&#039;re coming from, but I respectfully disagree :).</description>
		<content:encoded><![CDATA[<p>I know we&#8217;ve talked about this multiple times, but I think we&#8217;re finally at that point where lines can be blurred. Unlike you, I HATE being left in the dark. A little mystery is fine, I don&#8217;t need every question answered (and  I certainly don&#8217;t need the story to be so vague that &#8220;codecs&#8221; are required to understand what&#8217;s going on). But I don&#8217;t mind being told about the history and backstory to an environment. Especially if it&#8217;s well crafted and consistant, then I have no problem following someone&#8217;s creative vision.</p>
<p>As an aside, I think we&#8217;re at a point where unless the game is broken, it&#8217;s hard to really objectively say that a particular game is a &#8220;bad&#8221; game. Again, not in retaliation to anything you&#8217;ve mentioned above, but with respect to reviews and critiques we&#8217;re at a point where taste is really a major factor. So to wrap it up, I see where you&#8217;re coming from, but I respectfully disagree <img src='http://www.therumblepack.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p>
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		<title>By: Nick</title>
		<link>http://www.therumblepack.com/2010/03/18/closing-the-floodgates/#comment-1144</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Fri, 19 Mar 2010 03:06:31 +0000</pubDate>
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		<description>Good article, chief.

It really makes my heart go out to developers that are challenged with making sequels to pretty well-crafted, self-contained experiences - chances are, it&#039;s never going to live up to the first go around.

Of course, there&#039;s counter-examples to this, like God of War 2. Kratos&#039; story could have definitely ended after he killed Ares, yet we were treated to a pretty stellar sequel. So there&#039;s hope.

But overall, I agree with you. One of the panels I viewed at GDC was entitled &quot;Environmental story-telling&quot;, a key component of which is leaving story &quot;gaps&quot; for the player to fill in for themselves. Allowing our imaginations to run wild a little bit just enhances our sense of wonder and accomplishment when we form our own theories without strict guidance. 

Here&#039;s hoping to continue to get more of that, and little less &quot;Return to Oz.&quot;</description>
		<content:encoded><![CDATA[<p>Good article, chief.</p>
<p>It really makes my heart go out to developers that are challenged with making sequels to pretty well-crafted, self-contained experiences &#8211; chances are, it&#8217;s never going to live up to the first go around.</p>
<p>Of course, there&#8217;s counter-examples to this, like God of War 2. Kratos&#8217; story could have definitely ended after he killed Ares, yet we were treated to a pretty stellar sequel. So there&#8217;s hope.</p>
<p>But overall, I agree with you. One of the panels I viewed at GDC was entitled &#8220;Environmental story-telling&#8221;, a key component of which is leaving story &#8220;gaps&#8221; for the player to fill in for themselves. Allowing our imaginations to run wild a little bit just enhances our sense of wonder and accomplishment when we form our own theories without strict guidance. </p>
<p>Here&#8217;s hoping to continue to get more of that, and little less &#8220;Return to Oz.&#8221;</p>
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