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	<title>Comments on: Hey Little Sister, What Have You Done?</title>
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	<link>http://www.rockpapershotgun.com/2009/03/12/hey-little-sister-what-have-you-done/</link>
	<description></description>
	<lastBuildDate>Sun, 22 Nov 2009 05:44:04 +0000</lastBuildDate>
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		<title>By: Bret</title>
		<link>http://www.rockpapershotgun.com/2009/03/12/hey-little-sister-what-have-you-done/comment-page-3/#comment-158266</link>
		<dc:creator>Bret</dc:creator>
		<pubDate>Sat, 14 Mar 2009 04:11:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9002#comment-158266</guid>
		<description>Cyrenic, those are the same spoilers that have been officially debunked.

So, don&#039;t worry about those ones. Plenty of other stuff to worry about.</description>
		<content:encoded><![CDATA[<p>Cyrenic, those are the same spoilers that have been officially debunked.</p>
<p>So, don&#8217;t worry about those ones. Plenty of other stuff to worry about.</p>
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		<title>By: Jeremy</title>
		<link>http://www.rockpapershotgun.com/2009/03/12/hey-little-sister-what-have-you-done/comment-page-3/#comment-158066</link>
		<dc:creator>Jeremy</dc:creator>
		<pubDate>Fri, 13 Mar 2009 17:45:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9002#comment-158066</guid>
		<description>I would kill the development team, burn the field and take the money.</description>
		<content:encoded><![CDATA[<p>I would kill the development team, burn the field and take the money.</p>
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		<title>By: cyrenic</title>
		<link>http://www.rockpapershotgun.com/2009/03/12/hey-little-sister-what-have-you-done/comment-page-3/#comment-158007</link>
		<dc:creator>cyrenic</dc:creator>
		<pubDate>Fri, 13 Mar 2009 15:59:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9002#comment-158007</guid>
		<description>Spoilers ahoy:

http://forums.2kgames.com/forums/showthread.php?s=9ae60dfd56af03df89441f3d80b78b76&amp;t=30111

Looks like they&#039;ve jumped off the deep end.  I&#039;m particularly amused by the inclusion of underwater puzzles.  As much as they are overused in other games, I thought it took tremendous restraint by the developers not to have any in Bioshock 1.</description>
		<content:encoded><![CDATA[<p>Spoilers ahoy:</p>
<p><a href="http://forums.2kgames.com/forums/showthread.php?s=9ae60dfd56af03df89441f3d80b78b76&amp;t=30111" rel="nofollow">http://forums.2kgames.com/forums/showthread.php?s=9ae60dfd56af03df89441f3d80b78b76&amp;t=30111</a></p>
<p>Looks like they&#8217;ve jumped off the deep end.  I&#8217;m particularly amused by the inclusion of underwater puzzles.  As much as they are overused in other games, I thought it took tremendous restraint by the developers not to have any in Bioshock 1.</p>
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		<title>By: Dinger</title>
		<link>http://www.rockpapershotgun.com/2009/03/12/hey-little-sister-what-have-you-done/comment-page-3/#comment-157949</link>
		<dc:creator>Dinger</dc:creator>
		<pubDate>Fri, 13 Mar 2009 13:36:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9002#comment-157949</guid>
		<description>Aye Tei, but if you break the rules, the result may not work either. The Avant-Garde is called that because it&#039;s the bit you send ahead of the main force to find the way. It can get wiped out in an ambush, or lost in a dead end.

Stick to the rules, and you&#039;ll wind up with convention, contrivance and the commonplace.

You are standing in a field.
&gt;i
You have:
100 million dollars.
A development team.
Three years.

What are you going to do?</description>
		<content:encoded><![CDATA[<p>Aye Tei, but if you break the rules, the result may not work either. The Avant-Garde is called that because it&#8217;s the bit you send ahead of the main force to find the way. It can get wiped out in an ambush, or lost in a dead end.</p>
<p>Stick to the rules, and you&#8217;ll wind up with convention, contrivance and the commonplace.</p>
<p>You are standing in a field.<br />
&gt;i<br />
You have:<br />
100 million dollars.<br />
A development team.<br />
Three years.</p>
<p>What are you going to do?</p>
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		<title>By: Tei</title>
		<link>http://www.rockpapershotgun.com/2009/03/12/hey-little-sister-what-have-you-done/comment-page-3/#comment-157870</link>
		<dc:creator>Tei</dc:creator>
		<pubDate>Fri, 13 Mar 2009 10:55:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9002#comment-157870</guid>
		<description>&quot;Simon, I think we’re getting at the same thing, but my poor brain gets a little confused, so I’ll just pervert your meaning.It is storymakers that we’re interested in. The “Story” as such isn’t just told; it’s received. And, while in all art forms, the recipient has ultimate control over how to receive the story, in videogames that control is absolute, creating a severe tension between designer and player&quot;


You guys talk like art has rules. Yea, art has rules. And Is good to know the rules... just before you break the rules. Is ok to break the rules and do the imposible with whatever you have. 
IMHO, valve did a great work creating &quot;playable&quot; cutscenes. You don&#039;t feel forced, is smooth and work. 
That thing &quot;theres only 7 storys&quot;, I say Meh.  *THAT* is another rule you  can break.</description>
		<content:encoded><![CDATA[<p>&#8220;Simon, I think we’re getting at the same thing, but my poor brain gets a little confused, so I’ll just pervert your meaning.It is storymakers that we’re interested in. The “Story” as such isn’t just told; it’s received. And, while in all art forms, the recipient has ultimate control over how to receive the story, in videogames that control is absolute, creating a severe tension between designer and player&#8221;</p>
<p>You guys talk like art has rules. Yea, art has rules. And Is good to know the rules&#8230; just before you break the rules. Is ok to break the rules and do the imposible with whatever you have.<br />
IMHO, valve did a great work creating &#8220;playable&#8221; cutscenes. You don&#8217;t feel forced, is smooth and work.<br />
That thing &#8220;theres only 7 storys&#8221;, I say Meh.  *THAT* is another rule you  can break.</p>
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		<title>By: aldo_14</title>
		<link>http://www.rockpapershotgun.com/2009/03/12/hey-little-sister-what-have-you-done/comment-page-3/#comment-157867</link>
		<dc:creator>aldo_14</dc:creator>
		<pubDate>Fri, 13 Mar 2009 10:47:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9002#comment-157867</guid>
		<description>It&#039;d be nice if, rather than replicating the story aspects of the first game, they went back and developed the &#039;ecosystem&#039; idea mentioned in the very first (WW2 bunker set) Bioshock previews.  A properly sunken, overgrown Rapture replete with Adam-mutated critters, extensive free roaming bits etc might be more fun.  Plus, much of the best stuff in the first game was about setting up the history (rise and fall) of Rapture through the little diaries and vigenettes, and repeating that would seem a bit pointless.</description>
		<content:encoded><![CDATA[<p>It&#8217;d be nice if, rather than replicating the story aspects of the first game, they went back and developed the &#8216;ecosystem&#8217; idea mentioned in the very first (WW2 bunker set) Bioshock previews.  A properly sunken, overgrown Rapture replete with Adam-mutated critters, extensive free roaming bits etc might be more fun.  Plus, much of the best stuff in the first game was about setting up the history (rise and fall) of Rapture through the little diaries and vigenettes, and repeating that would seem a bit pointless.</p>
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		<title>By: Trithemius</title>
		<link>http://www.rockpapershotgun.com/2009/03/12/hey-little-sister-what-have-you-done/comment-page-3/#comment-157864</link>
		<dc:creator>Trithemius</dc:creator>
		<pubDate>Fri, 13 Mar 2009 10:23:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9002#comment-157864</guid>
		<description>Wedge gets +1,000,000pts for saying &quot;fathom&quot; in connection with something BioShocky.</description>
		<content:encoded><![CDATA[<p>Wedge gets +1,000,000pts for saying &#8220;fathom&#8221; in connection with something BioShocky.</p>
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		<title>By: Dinger</title>
		<link>http://www.rockpapershotgun.com/2009/03/12/hey-little-sister-what-have-you-done/comment-page-3/#comment-157856</link>
		<dc:creator>Dinger</dc:creator>
		<pubDate>Fri, 13 Mar 2009 10:09:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9002#comment-157856</guid>
		<description>Simon, I think we&#039;re getting at the same thing, but my poor brain gets a little confused, so I&#039;ll just pervert your meaning.It is storymakers that we&#039;re interested in. The &quot;Story&quot; as such isn&#039;t just told; it&#039;s received. And, while in all art forms, the recipient has ultimate control over how to receive the story, in videogames that control is absolute, creating a severe tension between designer and player. The conceit of Bioshock plays on this theme with extreme violence: The objectivist vision of a free society results in armies of slaves doing the bidding of insane dictators, enslaved themselves; your own character&#039;s freedom is an illusion -- you&#039;re just playing the role your puppet master Levine/Fontaine set out for you. And Levine&#039;s just doing his job.

The problem is that, as in every other videogame, the player&#039;s freedom is obviously restricted, and so we were never under any illusion who was pulling the strings. For Bioshock to work, it needs to promise freedom and deliver slavery.

Anyway, your point, as I gather it, emphasizes that the story is created by the person playing the game, and that the elements (which you call &quot;plot&quot;) the designer throws in there are the raw materials for constructing the story&#039;s existence. I&#039;d wholeheartedly agree. Narratives aren&#039;t imposed; they&#039;re developed by the player with the collaboration of the game creators. Mr. Levine expressed his dismay at how many players just ignored the story (even the recordings) and ran around like rats in a maze. I followed the story and still ran around like a rat in a maze.

As an aside, that&#039;s why the notion of &quot;sandbox&quot; appeals to us for the freedom it implies, even when &quot;themed amusement park&quot; is a more accurate description.</description>
		<content:encoded><![CDATA[<p>Simon, I think we&#8217;re getting at the same thing, but my poor brain gets a little confused, so I&#8217;ll just pervert your meaning.It is storymakers that we&#8217;re interested in. The &#8220;Story&#8221; as such isn&#8217;t just told; it&#8217;s received. And, while in all art forms, the recipient has ultimate control over how to receive the story, in videogames that control is absolute, creating a severe tension between designer and player. The conceit of Bioshock plays on this theme with extreme violence: The objectivist vision of a free society results in armies of slaves doing the bidding of insane dictators, enslaved themselves; your own character&#8217;s freedom is an illusion &#8212; you&#8217;re just playing the role your puppet master Levine/Fontaine set out for you. And Levine&#8217;s just doing his job.</p>
<p>The problem is that, as in every other videogame, the player&#8217;s freedom is obviously restricted, and so we were never under any illusion who was pulling the strings. For Bioshock to work, it needs to promise freedom and deliver slavery.</p>
<p>Anyway, your point, as I gather it, emphasizes that the story is created by the person playing the game, and that the elements (which you call &#8220;plot&#8221;) the designer throws in there are the raw materials for constructing the story&#8217;s existence. I&#8217;d wholeheartedly agree. Narratives aren&#8217;t imposed; they&#8217;re developed by the player with the collaboration of the game creators. Mr. Levine expressed his dismay at how many players just ignored the story (even the recordings) and ran around like rats in a maze. I followed the story and still ran around like a rat in a maze.</p>
<p>As an aside, that&#8217;s why the notion of &#8220;sandbox&#8221; appeals to us for the freedom it implies, even when &#8220;themed amusement park&#8221; is a more accurate description.</p>
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		<title>By: Simon</title>
		<link>http://www.rockpapershotgun.com/2009/03/12/hey-little-sister-what-have-you-done/comment-page-3/#comment-157833</link>
		<dc:creator>Simon</dc:creator>
		<pubDate>Fri, 13 Mar 2009 09:09:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9002#comment-157833</guid>
		<description>@ Dinger:

&#039;Bioshock’s story is pretty much disposable.&#039;

If we&#039;re jus going to handwave away the text, dialogue, recordings &amp; cutscenes and all that, in videogames that still just plot. Not story.

The main part where storytelling ahppens in videogames is in the context. What character you control, what world he inhabits and all the millions upon millions of story elements there.

And what the player can and can&#039;t do of course. The player actions the game allows are a huge element of story. And I don&#039;t mean plot choices like a Bioware game. But wether you can talk at all or just shoot. Or where you don&#039;t kill at all but where the gameplay challenge is in navigating the enviroment, that sort of stuff.

Just compare Doom 1 and Half Life 1.

Same plot: science experiment goes wrong, dimensional drift opens, monsters, shooting.

Totally diffirent context and one is lauded for it&#039;s story while the other&#039;s story is viewed as camp.

Drop a massivly convoluted plot on top of a bold spacemarine for a player character and it&#039;ll still be a struggle to get a good story.

Take a cliche plot but change the context away from bald spacemarines and your halfway there to make something a little more fascinating.

Other media have figured this out forever ago. How old is the saying in literature that there&#039;s only 7 diffirent stories? It&#039;s the millions of diffirent ways to tell them that matters.

It&#039;s Storytellers, not Storymakers after all.</description>
		<content:encoded><![CDATA[<p>@ Dinger:</p>
<p>&#8216;Bioshock’s story is pretty much disposable.&#8217;</p>
<p>If we&#8217;re jus going to handwave away the text, dialogue, recordings &amp; cutscenes and all that, in videogames that still just plot. Not story.</p>
<p>The main part where storytelling ahppens in videogames is in the context. What character you control, what world he inhabits and all the millions upon millions of story elements there.</p>
<p>And what the player can and can&#8217;t do of course. The player actions the game allows are a huge element of story. And I don&#8217;t mean plot choices like a Bioware game. But wether you can talk at all or just shoot. Or where you don&#8217;t kill at all but where the gameplay challenge is in navigating the enviroment, that sort of stuff.</p>
<p>Just compare Doom 1 and Half Life 1.</p>
<p>Same plot: science experiment goes wrong, dimensional drift opens, monsters, shooting.</p>
<p>Totally diffirent context and one is lauded for it&#8217;s story while the other&#8217;s story is viewed as camp.</p>
<p>Drop a massivly convoluted plot on top of a bold spacemarine for a player character and it&#8217;ll still be a struggle to get a good story.</p>
<p>Take a cliche plot but change the context away from bald spacemarines and your halfway there to make something a little more fascinating.</p>
<p>Other media have figured this out forever ago. How old is the saying in literature that there&#8217;s only 7 diffirent stories? It&#8217;s the millions of diffirent ways to tell them that matters.</p>
<p>It&#8217;s Storytellers, not Storymakers after all.</p>
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		<title>By: Pantsman</title>
		<link>http://www.rockpapershotgun.com/2009/03/12/hey-little-sister-what-have-you-done/comment-page-3/#comment-157804</link>
		<dc:creator>Pantsman</dc:creator>
		<pubDate>Fri, 13 Mar 2009 05:31:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9002#comment-157804</guid>
		<description>@perilisk
Forget about being reborn.  Have the player be the original Andrew Ryan, and doom him to eventual failure at the game.  Then you would have the greatest game.</description>
		<content:encoded><![CDATA[<p>@perilisk<br />
Forget about being reborn.  Have the player be the original Andrew Ryan, and doom him to eventual failure at the game.  Then you would have the greatest game.</p>
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		<title>By: Mike</title>
		<link>http://www.rockpapershotgun.com/2009/03/12/hey-little-sister-what-have-you-done/comment-page-3/#comment-157786</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Fri, 13 Mar 2009 03:28:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9002#comment-157786</guid>
		<description>The &quot;little daddies&quot; thing was a hoax that someone did with editing by reversing a shot from the first game, making the big daddy hand smaller and the little sister hand bigger, to see how many stupid and gullible gamers are out there.</description>
		<content:encoded><![CDATA[<p>The &#8220;little daddies&#8221; thing was a hoax that someone did with editing by reversing a shot from the first game, making the big daddy hand smaller and the little sister hand bigger, to see how many stupid and gullible gamers are out there.</p>
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		<title>By: CliffCastleCasino</title>
		<link>http://www.rockpapershotgun.com/2009/03/12/hey-little-sister-what-have-you-done/comment-page-3/#comment-157780</link>
		<dc:creator>CliffCastleCasino</dc:creator>
		<pubDate>Fri, 13 Mar 2009 02:41:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9002#comment-157780</guid>
		<description>I will wait until we have more data to make a statement, meanwhile, i&#039;m happy like a little girl.</description>
		<content:encoded><![CDATA[<p>I will wait until we have more data to make a statement, meanwhile, i&#8217;m happy like a little girl.</p>
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