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	<title>Comments on: Mirror&#8217;s Edge: Alternate Paths</title>
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	<link>http://www.rockpapershotgun.com/2008/09/01/mirrors-edge-alternate-paths/</link>
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		<title>By: Ginger Yellow</title>
		<link>http://www.rockpapershotgun.com/2008/09/01/mirrors-edge-alternate-paths/comment-page-1/#comment-84235</link>
		<dc:creator>Ginger Yellow</dc:creator>
		<pubDate>Tue, 02 Sep 2008 11:06:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2417#comment-84235</guid>
		<description>&quot;Sorry windlab, but HL isn’t good because it’s linear, it’s good because of the strong characterisation/story, interesting locales, weaponry etc.&quot;

Yeah, but they couldn&#039;t tell the story as well or ensure you saw the locales in the &quot;right&quot; way if it weren&#039;t so linear. I&#039;m not saying linear is always good and sandbox is always bad (Crackdown is one of my favourite games), but it&#039;s much better for narrative. 

&quot;For Mirror’s Edge I think making it sandbox would mean less fun with the parkour - fewer moves and less skilfully sculpted architecture to do them on. It will be a tunnel though by the looks of it, but maybe quite broad in places. By concentrating on a tunnel the designers will be able to make it dramatic and testing.&quot;

Exactly, although another aspect is that it seems a lot of the fun and thrill of the game comes from the sense of flow. It&#039;s much easier to maintain that for sustained periods through relatively linear design.</description>
		<content:encoded><![CDATA[<p>&#8220;Sorry windlab, but HL isn’t good because it’s linear, it’s good because of the strong characterisation/story, interesting locales, weaponry etc.&#8221;</p>
<p>Yeah, but they couldn&#8217;t tell the story as well or ensure you saw the locales in the &#8220;right&#8221; way if it weren&#8217;t so linear. I&#8217;m not saying linear is always good and sandbox is always bad (Crackdown is one of my favourite games), but it&#8217;s much better for narrative. </p>
<p>&#8220;For Mirror’s Edge I think making it sandbox would mean less fun with the parkour &#8211; fewer moves and less skilfully sculpted architecture to do them on. It will be a tunnel though by the looks of it, but maybe quite broad in places. By concentrating on a tunnel the designers will be able to make it dramatic and testing.&#8221;</p>
<p>Exactly, although another aspect is that it seems a lot of the fun and thrill of the game comes from the sense of flow. It&#8217;s much easier to maintain that for sustained periods through relatively linear design.</p>
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		<title>By: Esha</title>
		<link>http://www.rockpapershotgun.com/2008/09/01/mirrors-edge-alternate-paths/comment-page-1/#comment-84097</link>
		<dc:creator>Esha</dc:creator>
		<pubDate>Tue, 02 Sep 2008 03:10:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2417#comment-84097</guid>
		<description>This little gem might finally mean we&#039;re moving out of the staid hole that FPS has landed itself in.

- Grey environments which never threaten the main character or the layer with being infected by teh ghey. [Fail]
- Mindless macho-man lead, unable to display emotion or use words of more than two syllables. [Fail]
- Sassy female lead, who&#039;s an obvious appeal to the lowest common denominator and a bubble-head regardless of sass. [Fail]
- Encourages the player to use violence to escape dangerous situations. [Fail]

Good grief, this violates everything that games played from the first-person usually stand for!  I&#039;m excited!  And providing I don&#039;t hear a word of sass from the female lead&#039;s mouth, I&#039;ll continue to be excited.  And I&#039;m going to revel in the confusion and the fear of my less learned gamers when I introduce them to this.

I&#039;m going to bide my time first though to make sure it really is all that I think it is.  I can only hope.</description>
		<content:encoded><![CDATA[<p>This little gem might finally mean we&#8217;re moving out of the staid hole that FPS has landed itself in.</p>
<p>- Grey environments which never threaten the main character or the layer with being infected by teh ghey. [Fail]<br />
- Mindless macho-man lead, unable to display emotion or use words of more than two syllables. [Fail]<br />
- Sassy female lead, who&#8217;s an obvious appeal to the lowest common denominator and a bubble-head regardless of sass. [Fail]<br />
- Encourages the player to use violence to escape dangerous situations. [Fail]</p>
<p>Good grief, this violates everything that games played from the first-person usually stand for!  I&#8217;m excited!  And providing I don&#8217;t hear a word of sass from the female lead&#8217;s mouth, I&#8217;ll continue to be excited.  And I&#8217;m going to revel in the confusion and the fear of my less learned gamers when I introduce them to this.</p>
<p>I&#8217;m going to bide my time first though to make sure it really is all that I think it is.  I can only hope.</p>
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		<title>By: Ludwig</title>
		<link>http://www.rockpapershotgun.com/2008/09/01/mirrors-edge-alternate-paths/comment-page-1/#comment-84020</link>
		<dc:creator>Ludwig</dc:creator>
		<pubDate>Mon, 01 Sep 2008 21:52:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2417#comment-84020</guid>
		<description>Making a game linear gives the game designers control over the pacing of events. Sprawling sandbox games can never do this so tightly or with as much dramatic effect. No bad thing, those kinds of games offer a whole load of adventuring fun that is all their own.

For Mirror&#039;s Edge I think making it sandbox would mean less fun with the parkour - fewer moves and less skilfully sculpted architecture to do them on. It will be a tunnel though by the looks of it, but maybe quite broad in places. By concentrating on a tunnel the designers will be able to make it dramatic and testing. They are just trying to tap adrenaline, not sell us a lifestyle. Well, not much.</description>
		<content:encoded><![CDATA[<p>Making a game linear gives the game designers control over the pacing of events. Sprawling sandbox games can never do this so tightly or with as much dramatic effect. No bad thing, those kinds of games offer a whole load of adventuring fun that is all their own.</p>
<p>For Mirror&#8217;s Edge I think making it sandbox would mean less fun with the parkour &#8211; fewer moves and less skilfully sculpted architecture to do them on. It will be a tunnel though by the looks of it, but maybe quite broad in places. By concentrating on a tunnel the designers will be able to make it dramatic and testing. They are just trying to tap adrenaline, not sell us a lifestyle. Well, not much.</p>
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		<title>By: Dave</title>
		<link>http://www.rockpapershotgun.com/2008/09/01/mirrors-edge-alternate-paths/comment-page-1/#comment-84019</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Mon, 01 Sep 2008 21:52:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2417#comment-84019</guid>
		<description>Having played this for a bit at NVision, I can say it&#039;s a lot more fun to play than it was to watch this video.  The controls mostly feel intuitive after about 5 minutes.</description>
		<content:encoded><![CDATA[<p>Having played this for a bit at NVision, I can say it&#8217;s a lot more fun to play than it was to watch this video.  The controls mostly feel intuitive after about 5 minutes.</p>
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		<title>By: hydra9</title>
		<link>http://www.rockpapershotgun.com/2008/09/01/mirrors-edge-alternate-paths/comment-page-1/#comment-84016</link>
		<dc:creator>hydra9</dc:creator>
		<pubDate>Mon, 01 Sep 2008 21:42:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2417#comment-84016</guid>
		<description>Good point about the falls/landings. If you prepare to roll upon impact, I suppose you&#039;ll be okay.

As for the lack of pigeon droppings: I guess in this squeaky clean fascist utopia, the pigeons have been genetically-engineered to not shit?</description>
		<content:encoded><![CDATA[<p>Good point about the falls/landings. If you prepare to roll upon impact, I suppose you&#8217;ll be okay.</p>
<p>As for the lack of pigeon droppings: I guess in this squeaky clean fascist utopia, the pigeons have been genetically-engineered to not shit?</p>
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		<title>By: Svenska</title>
		<link>http://www.rockpapershotgun.com/2008/09/01/mirrors-edge-alternate-paths/comment-page-1/#comment-84010</link>
		<dc:creator>Svenska</dc:creator>
		<pubDate>Mon, 01 Sep 2008 21:37:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2417#comment-84010</guid>
		<description>I think that people might spend more time just standing around than actually running. It really kills the mood for me.</description>
		<content:encoded><![CDATA[<p>I think that people might spend more time just standing around than actually running. It really kills the mood for me.</p>
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		<title>By: The Shed</title>
		<link>http://www.rockpapershotgun.com/2008/09/01/mirrors-edge-alternate-paths/comment-page-1/#comment-83998</link>
		<dc:creator>The Shed</dc:creator>
		<pubDate>Mon, 01 Sep 2008 21:22:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2417#comment-83998</guid>
		<description>What was most impressive was the (GoW) &#039;press a button to see where you&#039;re going&#039; feature. If you turn the redness off, getting lost might be an issue (on a first unseen playthrough, jumping accross that huge gap and grabbing the pipe wouldn&#039;t be very obvious), but obviously not if you can hit a button and see where the game&#039;s trying to aim you. That&#039;ll fix a few problems.

In the video where she&#039;s in the huge underground sewer area with the snipers, I totally couldn&#039;t figure out where she was trying to go. It was really confusing. O/B function remedies that rapid.

@Hydra9^: Kinda true, IRL they&#039;d probably try rolls or cushioning techniques to soften the landing, but in ME as Optimaximal says, it&#039;s probably down to how clean and forward moving your landing is. Falling out of an air vent is hardly a precisely practiced maneouvre ;)

@Masked Dave: So true... Tbh the Spider-Man games need to bring the focus in much closer. The camera views are too distant nowadays- sure it looks great, but the movement/ danger/ thrill effect would be much greater if it were slightly closer to Spidey. Somewhere nearer Assassin&#039;s Creed (with the movement tightened in that respect also).</description>
		<content:encoded><![CDATA[<p>What was most impressive was the (GoW) &#8216;press a button to see where you&#8217;re going&#8217; feature. If you turn the redness off, getting lost might be an issue (on a first unseen playthrough, jumping accross that huge gap and grabbing the pipe wouldn&#8217;t be very obvious), but obviously not if you can hit a button and see where the game&#8217;s trying to aim you. That&#8217;ll fix a few problems.</p>
<p>In the video where she&#8217;s in the huge underground sewer area with the snipers, I totally couldn&#8217;t figure out where she was trying to go. It was really confusing. O/B function remedies that rapid.</p>
<p>@Hydra9^: Kinda true, IRL they&#8217;d probably try rolls or cushioning techniques to soften the landing, but in ME as Optimaximal says, it&#8217;s probably down to how clean and forward moving your landing is. Falling out of an air vent is hardly a precisely practiced maneouvre ;)</p>
<p>@Masked Dave: So true&#8230; Tbh the Spider-Man games need to bring the focus in much closer. The camera views are too distant nowadays- sure it looks great, but the movement/ danger/ thrill effect would be much greater if it were slightly closer to Spidey. Somewhere nearer Assassin&#8217;s Creed (with the movement tightened in that respect also).</p>
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		<title>By: Optimaximal</title>
		<link>http://www.rockpapershotgun.com/2008/09/01/mirrors-edge-alternate-paths/comment-page-1/#comment-83987</link>
		<dc:creator>Optimaximal</dc:creator>
		<pubDate>Mon, 01 Sep 2008 20:46:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2417#comment-83987</guid>
		<description>&lt;blockquote&gt;Also, from the little I’ve seen of real Parkour artists, it looks like those ‘hard falls’ wouldn’t be so hard for a skilled individual in real life. Hmm…&lt;/blockquote&gt;I was under the impression that you had good and bad landings based on how much momentum you had when you jumped and whether you pressed a button or not when landing.</description>
		<content:encoded><![CDATA[<blockquote><p>Also, from the little I’ve seen of real Parkour artists, it looks like those ‘hard falls’ wouldn’t be so hard for a skilled individual in real life. Hmm…</p></blockquote>
<p>I was under the impression that you had good and bad landings based on how much momentum you had when you jumped and whether you pressed a button or not when landing.</p>
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		<title>By: tmp</title>
		<link>http://www.rockpapershotgun.com/2008/09/01/mirrors-edge-alternate-paths/comment-page-1/#comment-83986</link>
		<dc:creator>tmp</dc:creator>
		<pubDate>Mon, 01 Sep 2008 20:39:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2417#comment-83986</guid>
		<description>&lt;blockquote&gt;Incidentally, how cool would this game be if it was set in a completely free-form and open-ended city-world, such as with GTA4, for example?&lt;/blockquote&gt;
As long as your goal was still to get from point A to point B, what&#039;s so cool about it being located in bigger levels? GTA had plenty missions that required exactly that, going from A to B through C, D, E and F. And most of the world environment really didn&#039;t matter at all in these missions.</description>
		<content:encoded><![CDATA[<blockquote><p>Incidentally, how cool would this game be if it was set in a completely free-form and open-ended city-world, such as with GTA4, for example?</p></blockquote>
<p>As long as your goal was still to get from point A to point B, what&#8217;s so cool about it being located in bigger levels? GTA had plenty missions that required exactly that, going from A to B through C, D, E and F. And most of the world environment really didn&#8217;t matter at all in these missions.</p>
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		<title>By: Butler`</title>
		<link>http://www.rockpapershotgun.com/2008/09/01/mirrors-edge-alternate-paths/comment-page-1/#comment-83984</link>
		<dc:creator>Butler`</dc:creator>
		<pubDate>Mon, 01 Sep 2008 20:29:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2417#comment-83984</guid>
		<description>Sorry windlab, but HL isn&#039;t good because it&#039;s linear, it&#039;s good because of the strong characterisation/story, interesting locales, weaponry etc.

None of which is necessarily going to be the case with Mirror&#039;s Edge.</description>
		<content:encoded><![CDATA[<p>Sorry windlab, but HL isn&#8217;t good because it&#8217;s linear, it&#8217;s good because of the strong characterisation/story, interesting locales, weaponry etc.</p>
<p>None of which is necessarily going to be the case with Mirror&#8217;s Edge.</p>
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		<title>By: Masked Dave</title>
		<link>http://www.rockpapershotgun.com/2008/09/01/mirrors-edge-alternate-paths/comment-page-1/#comment-83981</link>
		<dc:creator>Masked Dave</dc:creator>
		<pubDate>Mon, 01 Sep 2008 20:20:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2417#comment-83981</guid>
		<description>I get the same sensation watching this video that I did when playing Assassin&#039;s Creed. To whit: the need to sling a web.

Seriously. The next Spider-Man game best be paying attention.</description>
		<content:encoded><![CDATA[<p>I get the same sensation watching this video that I did when playing Assassin&#8217;s Creed. To whit: the need to sling a web.</p>
<p>Seriously. The next Spider-Man game best be paying attention.</p>
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		<title>By: simbo</title>
		<link>http://www.rockpapershotgun.com/2008/09/01/mirrors-edge-alternate-paths/comment-page-1/#comment-83968</link>
		<dc:creator>simbo</dc:creator>
		<pubDate>Mon, 01 Sep 2008 19:36:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2417#comment-83968</guid>
		<description>The cars on the ground didn&#039;t appear to move. Does this mean the entire game&#039;s going to be played on bizarrely-clean* rooftops and white-washed hallways?

* considering the pigeons</description>
		<content:encoded><![CDATA[<p>The cars on the ground didn&#8217;t appear to move. Does this mean the entire game&#8217;s going to be played on bizarrely-clean* rooftops and white-washed hallways?</p>
<p>* considering the pigeons</p>
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