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	<title>Comments on: Article Time: The Heartwarming Sequel</title>
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	<link>http://www.deirdrakiai.com/2007/05/30/article-time-the-heartwarming-sequel/</link>
	<description>videogame development from the margins</description>
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		<title>By: Leopold</title>
		<link>http://www.deirdrakiai.com/2007/05/30/article-time-the-heartwarming-sequel/comment-page-1/#comment-3406</link>
		<dc:creator>Leopold</dc:creator>
		<pubDate>Tue, 05 Jun 2007 01:53:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.deirdrakiai.com/2007/05/30/article-time-the-heartwarming-sequel/#comment-3406</guid>
		<description>By the way, i thought you&#039;d enjoy this, if you haven&#039;t seen it already:

http://www.youtube.com/watch?v=cBcrTucxiRc&amp;mode=related&amp;search=</description>
		<content:encoded><![CDATA[<p>By the way, i thought you&#8217;d enjoy this, if you haven&#8217;t seen it already:</p>
<p><a href="http://www.youtube.com/watch?v=cBcrTucxiRc&#038;mode=related&#038;search" rel="nofollow">http://www.youtube.com/watch?v=cBcrTucxiRc&#038;mode=related&#038;search</a>=</p>
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		<title>By: Leopold</title>
		<link>http://www.deirdrakiai.com/2007/05/30/article-time-the-heartwarming-sequel/comment-page-1/#comment-3391</link>
		<dc:creator>Leopold</dc:creator>
		<pubDate>Sun, 03 Jun 2007 20:37:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.deirdrakiai.com/2007/05/30/article-time-the-heartwarming-sequel/#comment-3391</guid>
		<description>I dunno. This sounds like a very cool idea. I&#039;m excited to see it in action and think it has a lot of potential.</description>
		<content:encoded><![CDATA[<p>I dunno. This sounds like a very cool idea. I&#8217;m excited to see it in action and think it has a lot of potential.</p>
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		<title>By: The Management</title>
		<link>http://www.deirdrakiai.com/2007/05/30/article-time-the-heartwarming-sequel/comment-page-1/#comment-3390</link>
		<dc:creator>The Management</dc:creator>
		<pubDate>Sun, 03 Jun 2007 18:33:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.deirdrakiai.com/2007/05/30/article-time-the-heartwarming-sequel/#comment-3390</guid>
		<description>Thanks again.

One thing about endings in this game is that I&#039;m trying less for a success/failure approach and more for a neutral approach. I find a few reasonable points in the story where the game could potentially end (although there aren&#039;t actually that many of them, since the game&#039;s pretty short in and of itself) and explore what could potentially happen in such an ending, given the player&#039;s choices. I&#039;m attempting to stay away from implying moral judgements on such endings, though I&#039;m sure that players themselves may like some outcomes better than others. When exploring ethics in an interactive form, I&#039;ve learned that it&#039;s more effective to allow for the player to make his or her own judgements and reflect on them rather than present a certain viewpoint as right or wrong as you would in a non-interactive storytelling medium.

Of course, whether I end up succeeding in this goal is a different story.</description>
		<content:encoded><![CDATA[<p>Thanks again.</p>
<p>One thing about endings in this game is that I&#8217;m trying less for a success/failure approach and more for a neutral approach. I find a few reasonable points in the story where the game could potentially end (although there aren&#8217;t actually that many of them, since the game&#8217;s pretty short in and of itself) and explore what could potentially happen in such an ending, given the player&#8217;s choices. I&#8217;m attempting to stay away from implying moral judgements on such endings, though I&#8217;m sure that players themselves may like some outcomes better than others. When exploring ethics in an interactive form, I&#8217;ve learned that it&#8217;s more effective to allow for the player to make his or her own judgements and reflect on them rather than present a certain viewpoint as right or wrong as you would in a non-interactive storytelling medium.</p>
<p>Of course, whether I end up succeeding in this goal is a different story.</p>
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	<item>
		<title>By: Leopold</title>
		<link>http://www.deirdrakiai.com/2007/05/30/article-time-the-heartwarming-sequel/comment-page-1/#comment-3389</link>
		<dc:creator>Leopold</dc:creator>
		<pubDate>Sun, 03 Jun 2007 17:05:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.deirdrakiai.com/2007/05/30/article-time-the-heartwarming-sequel/#comment-3389</guid>
		<description>I can totally relate to that dude without a shirt!!

Great article again. I especially liked the stuff about the design document. Something I haven&#039;t been great at. On the one hand, spending all that time &#039;engineering&#039; a game/novel/whatever kind of takes the art/fun out of it. Like you say, it doesn&#039;t leave much room for improvisation. Once I have the outline together I&#039;d lose interest in actually WRITING the novel, etc... On the other hand, it really helps organize all that right brain activity. I think 3 pages is a great length. Good enough to be organized, but to leave room for all the fun stuff to go into the game.

I REALLY like the idea how the game can end (positively - a real ending) at several points in the game, but you can choose to go on. That&#039;s kind of like combining the best of both worlds in the way that Sierra did things (dying was part of the fun, but a game ending failure) and Lucasarts (where you couldn&#039;t die).

Looking forward to the next bit - and the game!</description>
		<content:encoded><![CDATA[<p>I can totally relate to that dude without a shirt!!</p>
<p>Great article again. I especially liked the stuff about the design document. Something I haven&#8217;t been great at. On the one hand, spending all that time &#8216;engineering&#8217; a game/novel/whatever kind of takes the art/fun out of it. Like you say, it doesn&#8217;t leave much room for improvisation. Once I have the outline together I&#8217;d lose interest in actually WRITING the novel, etc&#8230; On the other hand, it really helps organize all that right brain activity. I think 3 pages is a great length. Good enough to be organized, but to leave room for all the fun stuff to go into the game.</p>
<p>I REALLY like the idea how the game can end (positively &#8211; a real ending) at several points in the game, but you can choose to go on. That&#8217;s kind of like combining the best of both worlds in the way that Sierra did things (dying was part of the fun, but a game ending failure) and Lucasarts (where you couldn&#8217;t die).</p>
<p>Looking forward to the next bit &#8211; and the game!</p>
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