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	<title>Comments on: The Sunday Papers</title>
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		<title>By: KingMob</title>
		<link>http://www.rockpapershotgun.com/2008/06/15/the-sunday-papers-22/#comment-57995</link>
		<dc:creator>KingMob</dc:creator>
		<pubDate>Mon, 16 Jun 2008 17:21:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1919#comment-57995</guid>
		<description>I remember reading the explanation of MDC, and going - well, that makes sense, your standard machine gun really wouldn&#039;t be able to make a lot of an impression on a tank, so I understand why a 1 MDC weapon would be significant and a 0 MDC weapon would not - 

And then I looked at the equipment list. There was a 3 MDC bra for women (jungle camo?) Someone tell me how does that work exactly?

Anyway, Rifts was a fun game and Amber diceless was an amazing concept. I played Amber a couple times and had a lot of fun - our GM insisted on having everyone act out each sword blow or whatever, and it felt very dynamic. 
Big difference from sitting around with some cereal rolling to hit AC 0 every five minutes.</description>
		<content:encoded><![CDATA[<p>I remember reading the explanation of MDC, and going &#8211; well, that makes sense, your standard machine gun really wouldn&#8217;t be able to make a lot of an impression on a tank, so I understand why a 1 MDC weapon would be significant and a 0 MDC weapon would not &#8211; </p>
<p>And then I looked at the equipment list. There was a 3 MDC bra for women (jungle camo?) Someone tell me how does that work exactly?</p>
<p>Anyway, Rifts was a fun game and Amber diceless was an amazing concept. I played Amber a couple times and had a lot of fun &#8211; our GM insisted on having everyone act out each sword blow or whatever, and it felt very dynamic.<br />
Big difference from sitting around with some cereal rolling to hit AC 0 every five minutes.
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		<title>By: Jim Rossignol</title>
		<link>http://www.rockpapershotgun.com/2008/06/15/the-sunday-papers-22/#comment-57770</link>
		<dc:creator>Jim Rossignol</dc:creator>
		<pubDate>Mon, 16 Jun 2008 11:10:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1919#comment-57770</guid>
		<description>I&#039;m pretty sure Rifts had a techno-cowboy class. I think the point of it though was that it didn&#039;t take itself particularly seriously, but provided as much fiction and idea-mongering as they could fit into every sourcebook. And that allowed you to focus in one whatever aspect of the game you enjoyed. I ran Nazi-oppression resistance campaigns, vampire thrillers, grand space opera, and weirdo techno-magic stuff, all with the same characters. 

And why shouldn&#039;t fanboys have orgasms too? Having wizards fight giant robot armies  was awesome, there&#039;s no denying it.

That&#039;s a kind of freedom you don&#039;t get elsewhere. Of course as a system Palladium RPG rules were completely broken, but that&#039;s another matter.</description>
		<content:encoded><![CDATA[<p>I&#8217;m pretty sure Rifts had a techno-cowboy class. I think the point of it though was that it didn&#8217;t take itself particularly seriously, but provided as much fiction and idea-mongering as they could fit into every sourcebook. And that allowed you to focus in one whatever aspect of the game you enjoyed. I ran Nazi-oppression resistance campaigns, vampire thrillers, grand space opera, and weirdo techno-magic stuff, all with the same characters. </p>
<p>And why shouldn&#8217;t fanboys have orgasms too? Having wizards fight giant robot armies  was awesome, there&#8217;s no denying it.</p>
<p>That&#8217;s a kind of freedom you don&#8217;t get elsewhere. Of course as a system Palladium RPG rules were completely broken, but that&#8217;s another matter.
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		<title>By: Alex</title>
		<link>http://www.rockpapershotgun.com/2008/06/15/the-sunday-papers-22/#comment-57766</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Mon, 16 Jun 2008 10:33:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1919#comment-57766</guid>
		<description>&lt;blockquote&gt;I think Jim’s defence of such excesses is pretty much “Why not?”.&lt;/blockquote&gt;

And that&#039;s why &quot;why not&quot; is also known as The Great Discussion Killer!!  ;)

&lt;blockquote&gt;Permission to break whatever rules of good taste is an interest and freeing permission. Or, at least, it can be.&lt;/blockquote&gt;

Sure, for a bit. It&#039;s a bit like watching excruciatingly bad films on purpose - it&#039;s fun for a bit, but then the realisation dawns you could spend the same time actually watching something better.

I come off sounding like a hardcore, driven RPGer now.. Thanks, Kieron.. ;)</description>
		<content:encoded><![CDATA[<blockquote><p>I think Jim’s defence of such excesses is pretty much “Why not?”.</p></blockquote>
<p>And that&#8217;s why &#8220;why not&#8221; is also known as The Great Discussion Killer!!  ;)</p>
<blockquote><p>Permission to break whatever rules of good taste is an interest and freeing permission. Or, at least, it can be.</p></blockquote>
<p>Sure, for a bit. It&#8217;s a bit like watching excruciatingly bad films on purpose &#8211; it&#8217;s fun for a bit, but then the realisation dawns you could spend the same time actually watching something better.</p>
<p>I come off sounding like a hardcore, driven RPGer now.. Thanks, Kieron.. ;)
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		<title>By: Kieron Gillen</title>
		<link>http://www.rockpapershotgun.com/2008/06/15/the-sunday-papers-22/#comment-57759</link>
		<dc:creator>Kieron Gillen</dc:creator>
		<pubDate>Mon, 16 Jun 2008 10:14:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1919#comment-57759</guid>
		<description>I think Jim&#039;s defence of such excesses is pretty much &quot;Why not?&quot;.

Permission to break whatever rules of good taste is an interest and freeing permission. Or, at least, it can be.

KG</description>
		<content:encoded><![CDATA[<p>I think Jim&#8217;s defence of such excesses is pretty much &#8220;Why not?&#8221;.</p>
<p>Permission to break whatever rules of good taste is an interest and freeing permission. Or, at least, it can be.</p>
<p>KG
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		<title>By: Alex</title>
		<link>http://www.rockpapershotgun.com/2008/06/15/the-sunday-papers-22/#comment-57756</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Mon, 16 Jun 2008 09:56:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1919#comment-57756</guid>
		<description>&lt;blockquote&gt;Alex: Well, in the eighties, deliberately mashing stuff up in the way Palladium tended to was a relatively imaginative compared to what everyone else was doing. Stuff like the TMNT mutation rules were brilliant.

(Generally, I didn’t have much time for Palladium’s actual rules - the combat ones especially made no sense to me, they were that foggy. And I’m someone who was okay with Rolemaster, y’know?)&lt;/blockquote&gt;

I don&#039;t know, mashing stuff together didn&#039;t seem very imaginative to me - it all felt a bit too much like a fanboy orgasm, &quot;let&#039;s put magic with big guns with mechs with cowboys!!&quot; (well, maybe not the cowboys, but maybe that&#039;s what I was missing - &lt;i&gt;Rifts&lt;/i&gt; needed more cowboys).

It&#039;s a bit like how Who fans used to fantasise about the Daleks showing off against Cybermen, how AWESOME that would be!!! Except that it wouldn&#039;t, it would make all the elements seem weaker and cheaper (just watch those Daleks vs. Cybermen Who episodes Russell T. Davies fangasmed on the screen).

You could see it most clearly in those silly combat rules you mention - I mean, &lt;i&gt;Mega Damage Capacity&lt;/i&gt;.. really? &quot;My gun goes POW!!&quot; &quot;Mine goes &lt;b&gt;KA-BOOMMMMM&lt;/b&gt;!!&quot; etc.</description>
		<content:encoded><![CDATA[<blockquote><p>Alex: Well, in the eighties, deliberately mashing stuff up in the way Palladium tended to was a relatively imaginative compared to what everyone else was doing. Stuff like the TMNT mutation rules were brilliant.</p>
<p>(Generally, I didn’t have much time for Palladium’s actual rules &#8211; the combat ones especially made no sense to me, they were that foggy. And I’m someone who was okay with Rolemaster, y’know?)</p></blockquote>
<p>I don&#8217;t know, mashing stuff together didn&#8217;t seem very imaginative to me &#8211; it all felt a bit too much like a fanboy orgasm, &#8220;let&#8217;s put magic with big guns with mechs with cowboys!!&#8221; (well, maybe not the cowboys, but maybe that&#8217;s what I was missing &#8211; <i>Rifts</i> needed more cowboys).</p>
<p>It&#8217;s a bit like how Who fans used to fantasise about the Daleks showing off against Cybermen, how AWESOME that would be!!! Except that it wouldn&#8217;t, it would make all the elements seem weaker and cheaper (just watch those Daleks vs. Cybermen Who episodes Russell T. Davies fangasmed on the screen).</p>
<p>You could see it most clearly in those silly combat rules you mention &#8211; I mean, <i>Mega Damage Capacity</i>.. really? &#8220;My gun goes POW!!&#8221; &#8220;Mine goes <b>KA-BOOMMMMM</b>!!&#8221; etc.
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		<title>By: Jim Rossignol</title>
		<link>http://www.rockpapershotgun.com/2008/06/15/the-sunday-papers-22/#comment-57748</link>
		<dc:creator>Jim Rossignol</dc:creator>
		<pubDate>Mon, 16 Jun 2008 09:06:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1919#comment-57748</guid>
		<description>The problem, Arq, which I&#039;ve tried to address on a number of occasions, is that most people in the games industry have played WoW, and not Eve. This leads to a massive blindspot, where they assume they know how and why Eve works, but do not. Then when it gets explained to them they say &quot;whoa, that sounds amazing&quot;. Of course the reality is that the Eve is almost unplayable compared to most games, but the principles it has been built are radical enough to offer new directions for MMO developers, if only they had the balls/brains to take advantage of it.</description>
		<content:encoded><![CDATA[<p>The problem, Arq, which I&#8217;ve tried to address on a number of occasions, is that most people in the games industry have played WoW, and not Eve. This leads to a massive blindspot, where they assume they know how and why Eve works, but do not. Then when it gets explained to them they say &#8220;whoa, that sounds amazing&#8221;. Of course the reality is that the Eve is almost unplayable compared to most games, but the principles it has been built are radical enough to offer new directions for MMO developers, if only they had the balls/brains to take advantage of it.
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		<title>By: arqueturus</title>
		<link>http://www.rockpapershotgun.com/2008/06/15/the-sunday-papers-22/#comment-57740</link>
		<dc:creator>arqueturus</dc:creator>
		<pubDate>Mon, 16 Jun 2008 08:40:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1919#comment-57740</guid>
		<description>Isn&#039;t it odd that even now, 5 years on from launch, Eve interviews always read like it only launched last week and no one&#039;s heard of it yet?</description>
		<content:encoded><![CDATA[<p>Isn&#8217;t it odd that even now, 5 years on from launch, Eve interviews always read like it only launched last week and no one&#8217;s heard of it yet?
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		<title>By: Briosafreak</title>
		<link>http://www.rockpapershotgun.com/2008/06/15/the-sunday-papers-22/#comment-57735</link>
		<dc:creator>Briosafreak</dc:creator>
		<pubDate>Mon, 16 Jun 2008 07:49:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1919#comment-57735</guid>
		<description>I&#039;ve uploaded &lt;a href=&quot;http://fallout3.files.wordpress.com/2008/06/thesispdf.pdf&quot; rel=&quot;nofollow&quot;&gt;a new version of the Chris Milner thesis&lt;/a&gt;. All the typos seem to be fixed now.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve uploaded <a href="http://fallout3.files.wordpress.com/2008/06/thesispdf.pdf" rel="nofollow">a new version of the Chris Milner thesis</a>. All the typos seem to be fixed now.
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		<title>By: rustdragon</title>
		<link>http://www.rockpapershotgun.com/2008/06/15/the-sunday-papers-22/#comment-57730</link>
		<dc:creator>rustdragon</dc:creator>
		<pubDate>Mon, 16 Jun 2008 07:25:18 +0000</pubDate>
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		<description>I&#039;ll admit that I have fond memories of playing the Teenage Mutant Ninja Turtles® RPG when I was young (even though I&#039;m ashamed to admit it now) thanks to Erik Wujcik.  You rolled on a big list to see what type of mutated animal you would play and what your powers were.  I still love my fireball throwing muskrat...
Erik will be greatly missed!</description>
		<content:encoded><![CDATA[<p>I&#8217;ll admit that I have fond memories of playing the Teenage Mutant Ninja Turtles® RPG when I was young (even though I&#8217;m ashamed to admit it now) thanks to Erik Wujcik.  You rolled on a big list to see what type of mutated animal you would play and what your powers were.  I still love my fireball throwing muskrat&#8230;<br />
Erik will be greatly missed!
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		<title>By: Noc</title>
		<link>http://www.rockpapershotgun.com/2008/06/15/the-sunday-papers-22/#comment-57714</link>
		<dc:creator>Noc</dc:creator>
		<pubDate>Mon, 16 Jun 2008 05:08:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1919#comment-57714</guid>
		<description>I&#039;m not sure if I like the Bias article.  It gets a bunch of short little blurbs from journalists about what their personal bias is, then talks a little bit what the general opinions about consoles are.  

What it DOESN&#039;T do is any addressing of issues.  It doesn&#039;t really talk about what bias is, how it interacts with the final text of a review, how that differs from what the omnipresent call of &quot;Bias!&quot; is talking about . . . there&#039;s a lot of talking being done, but not a lot of analysis.  

. . . 

I also don&#039;t really understand what, exactly. Mr. Rubefield&#039;s point is.  He goes from &quot;You guys aren&#039;t doing anything interesting in this!&quot; to &quot;You guys are spending way to much money on this!&quot; to &quot;You guys should be doing something else entirely!&quot; to &quot;Consoles are pretty cool!&quot;  

I understand that his points aren&#039;t &lt;i&gt;strictly&lt;/i&gt; contradictory, but following &quot;You guys aren&#039;t trying hard enough&quot; with &quot;This field doesn&#039;t even matter, so you guys are spending way too much time and money working in it&quot; doesn&#039;t make for a cohesive point.  What this works out to is &quot;Make more games with cleverer ideas instead of tremendous budgetry,&quot; but he doesn&#039;t even TALK about that anywhere! 

If anything, it&#039;s the polar opposite of the &quot;Bias&quot; article.  The first one was a lot of quiet, reasonable, and cohesive journalism that didn&#039;t actually come out and make a point, and this is a series of loud, dramatic points that doesn&#039;t fit together into anything cohesive.  

. . . 

The Top 10 British Video Game Journalists article is a series of loud and dramatic statements wrapped around a proper thesis.  I liked it.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure if I like the Bias article.  It gets a bunch of short little blurbs from journalists about what their personal bias is, then talks a little bit what the general opinions about consoles are.  </p>
<p>What it DOESN&#8217;T do is any addressing of issues.  It doesn&#8217;t really talk about what bias is, how it interacts with the final text of a review, how that differs from what the omnipresent call of &#8220;Bias!&#8221; is talking about . . . there&#8217;s a lot of talking being done, but not a lot of analysis.  </p>
<p>. . . </p>
<p>I also don&#8217;t really understand what, exactly. Mr. Rubefield&#8217;s point is.  He goes from &#8220;You guys aren&#8217;t doing anything interesting in this!&#8221; to &#8220;You guys are spending way to much money on this!&#8221; to &#8220;You guys should be doing something else entirely!&#8221; to &#8220;Consoles are pretty cool!&#8221;  </p>
<p>I understand that his points aren&#8217;t <i>strictly</i> contradictory, but following &#8220;You guys aren&#8217;t trying hard enough&#8221; with &#8220;This field doesn&#8217;t even matter, so you guys are spending way too much time and money working in it&#8221; doesn&#8217;t make for a cohesive point.  What this works out to is &#8220;Make more games with cleverer ideas instead of tremendous budgetry,&#8221; but he doesn&#8217;t even TALK about that anywhere! </p>
<p>If anything, it&#8217;s the polar opposite of the &#8220;Bias&#8221; article.  The first one was a lot of quiet, reasonable, and cohesive journalism that didn&#8217;t actually come out and make a point, and this is a series of loud, dramatic points that doesn&#8217;t fit together into anything cohesive.  </p>
<p>. . . </p>
<p>The Top 10 British Video Game Journalists article is a series of loud and dramatic statements wrapped around a proper thesis.  I liked it.
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		<title>By: mister slim</title>
		<link>http://www.rockpapershotgun.com/2008/06/15/the-sunday-papers-22/#comment-57688</link>
		<dc:creator>mister slim</dc:creator>
		<pubDate>Mon, 16 Jun 2008 01:30:27 +0000</pubDate>
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		<description>&lt;blockquote&gt;I would love to see a game of any Miike film, so long as it was designed by Suda 52.&lt;/blockquote&gt;

Is he Suda 51&#039;s evil twin? 

Hmm, what would Suda&#039;s evil twin be like? Would that spectrum just wrap around to good again, where he&#039;d design elegant and straightforward games with minimal story?</description>
		<content:encoded><![CDATA[<blockquote><p>I would love to see a game of any Miike film, so long as it was designed by Suda 52.</p></blockquote>
<p>Is he Suda 51&#8242;s evil twin? </p>
<p>Hmm, what would Suda&#8217;s evil twin be like? Would that spectrum just wrap around to good again, where he&#8217;d design elegant and straightforward games with minimal story?
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		<title>By: Leeks!</title>
		<link>http://www.rockpapershotgun.com/2008/06/15/the-sunday-papers-22/#comment-57614</link>
		<dc:creator>Leeks!</dc:creator>
		<pubDate>Sun, 15 Jun 2008 20:06:36 +0000</pubDate>
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		<description>I would love to see a game of any Miike film, so long as it was designed by Suda 52.</description>
		<content:encoded><![CDATA[<p>I would love to see a game of any Miike film, so long as it was designed by Suda 52.
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