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	<title>Comments on: Peter Molyneux In Bold Claim Shocker</title>
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	<link>http://www.rockpapershotgun.com/2009/04/07/peter-molyneux-in-bold-claim-shocker/</link>
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		<title>By: mycooldesigner</title>
		<link>http://www.rockpapershotgun.com/2009/04/07/peter-molyneux-in-bold-claim-shocker/#comment-352664</link>
		<dc:creator>mycooldesigner</dc:creator>
		<pubDate>Wed, 11 Nov 2009 01:30:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9990#comment-352664</guid>
		<description>I think all of the woman must love jewelry,but not all of them can buy it for it&#039;s high price,even the top brand like tiffany and gucci,but ,now,you can buy it from our website for lower price,come on.</description>
		<content:encoded><![CDATA[<p>I think all of the woman must love jewelry,but not all of them can buy it for it&#8217;s high price,even the top brand like tiffany and gucci,but ,now,you can buy it from our website for lower price,come on.
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		<title>By: redpanda</title>
		<link>http://www.rockpapershotgun.com/2009/04/07/peter-molyneux-in-bold-claim-shocker/#comment-171362</link>
		<dc:creator>redpanda</dc:creator>
		<pubDate>Fri, 10 Apr 2009 15:13:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9990#comment-171362</guid>
		<description>I don&#039;t want they tell me a story. I preffer to build one myself, thank you</description>
		<content:encoded><![CDATA[<p>I don&#8217;t want they tell me a story. I preffer to build one myself, thank you
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		<title>By: (Con)Quests</title>
		<link>http://www.rockpapershotgun.com/2009/04/07/peter-molyneux-in-bold-claim-shocker/#comment-170413</link>
		<dc:creator>(Con)Quests</dc:creator>
		<pubDate>Wed, 08 Apr 2009 20:28:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9990#comment-170413</guid>
		<description>IMO story needs scripted drama, not random stuff.

If what you say is true, you can narrate chronologically what happens during a match at PONG and call it a story and even insert MADE UP drama into it.

Doesn&#039;t make sense, though :)</description>
		<content:encoded><![CDATA[<p>IMO story needs scripted drama, not random stuff.</p>
<p>If what you say is true, you can narrate chronologically what happens during a match at PONG and call it a story and even insert MADE UP drama into it.</p>
<p>Doesn&#8217;t make sense, though :)
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		<title>By: pilouuuu</title>
		<link>http://www.rockpapershotgun.com/2009/04/07/peter-molyneux-in-bold-claim-shocker/#comment-170340</link>
		<dc:creator>pilouuuu</dc:creator>
		<pubDate>Wed, 08 Apr 2009 19:20:54 +0000</pubDate>
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		<description>@ (Con)Quests: whaaat?!? What&#039;s crap? TS2 is a powerful story-telling device. Exactly because it&#039;s not scripted.</description>
		<content:encoded><![CDATA[<p>@ (Con)Quests: whaaat?!? What&#8217;s crap? TS2 is a powerful story-telling device. Exactly because it&#8217;s not scripted.
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		<title>By: (Con)Quests</title>
		<link>http://www.rockpapershotgun.com/2009/04/07/peter-molyneux-in-bold-claim-shocker/#comment-170189</link>
		<dc:creator>(Con)Quests</dc:creator>
		<pubDate>Wed, 08 Apr 2009 14:05:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9990#comment-170189</guid>
		<description>The problem is that story is commonly seen as an element external to gameplay, something taken directly from cinema clichés, a waste of time before having fun, that&#039;s why cliffsky says if you&#039;re not a good writer, just take care of the gameplay, and Rossignol said &quot;just lemme play screw stories&quot;.

It&#039;s a corrupted and superficial insight.

If you&#039;re making a strategy game and you&#039;re good at making strategy mechanics, if you REALLY take care of that you&#039;ll be able to make that gameplay naturally meaningful to story itself, and it doesn&#039;t have to be a masterpiece or even original, the gameplay will make it so. 

So to answer both Rossignol and Cliffsky, stories are important to the depth of gameplay, and they don&#039;t have to be complicated like in a novel, just meaningful to gameplay.</description>
		<content:encoded><![CDATA[<p>The problem is that story is commonly seen as an element external to gameplay, something taken directly from cinema clichés, a waste of time before having fun, that&#8217;s why cliffsky says if you&#8217;re not a good writer, just take care of the gameplay, and Rossignol said &#8220;just lemme play screw stories&#8221;.</p>
<p>It&#8217;s a corrupted and superficial insight.</p>
<p>If you&#8217;re making a strategy game and you&#8217;re good at making strategy mechanics, if you REALLY take care of that you&#8217;ll be able to make that gameplay naturally meaningful to story itself, and it doesn&#8217;t have to be a masterpiece or even original, the gameplay will make it so. </p>
<p>So to answer both Rossignol and Cliffsky, stories are important to the depth of gameplay, and they don&#8217;t have to be complicated like in a novel, just meaningful to gameplay.
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		<title>By: (Con)Quests</title>
		<link>http://www.rockpapershotgun.com/2009/04/07/peter-molyneux-in-bold-claim-shocker/#comment-170166</link>
		<dc:creator>(Con)Quests</dc:creator>
		<pubDate>Wed, 08 Apr 2009 13:09:30 +0000</pubDate>
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		<description>Pilouuuu: that&#039;s all crap, man, it&#039;s not really story-telling, plz stop saying nonsense.</description>
		<content:encoded><![CDATA[<p>Pilouuuu: that&#8217;s all crap, man, it&#8217;s not really story-telling, plz stop saying nonsense.
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		<title>By: Irish Al</title>
		<link>http://www.rockpapershotgun.com/2009/04/07/peter-molyneux-in-bold-claim-shocker/#comment-170028</link>
		<dc:creator>Irish Al</dc:creator>
		<pubDate>Wed, 08 Apr 2009 07:53:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9990#comment-170028</guid>
		<description>And so the Molyneux shite-machine rumbles into life again.</description>
		<content:encoded><![CDATA[<p>And so the Molyneux shite-machine rumbles into life again.
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		<title>By: pilouuuu</title>
		<link>http://www.rockpapershotgun.com/2009/04/07/peter-molyneux-in-bold-claim-shocker/#comment-169974</link>
		<dc:creator>pilouuuu</dc:creator>
		<pubDate>Wed, 08 Apr 2009 04:19:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9990#comment-169974</guid>
		<description>Really, The Sims 2 is one of the best examples of story in computer games. Make a character and be free to play his life how you want. 

That&#039;s the maximum in sand box free play toy story telling device. 

I can&#039;t wait for what The Sims 3 can make in terms of telling stories with a full neighbourhood and characters with some real personality this time.</description>
		<content:encoded><![CDATA[<p>Really, The Sims 2 is one of the best examples of story in computer games. Make a character and be free to play his life how you want. </p>
<p>That&#8217;s the maximum in sand box free play toy story telling device. </p>
<p>I can&#8217;t wait for what The Sims 3 can make in terms of telling stories with a full neighbourhood and characters with some real personality this time.
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		<title>By: pilouuuu</title>
		<link>http://www.rockpapershotgun.com/2009/04/07/peter-molyneux-in-bold-claim-shocker/#comment-169970</link>
		<dc:creator>pilouuuu</dc:creator>
		<pubDate>Wed, 08 Apr 2009 04:09:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9990#comment-169970</guid>
		<description>What games need are enhancements in terms of AI and even more data in them, so we can have multiple paths to follow, different endings. Games nowadays have that to some amount, but much more is needed. 

Multiple solutions to problems are key. Haven&#039;t you hated some games because you thought of a creative solution to a puzzle, but the game forced you to make what the developer thought was right?

AI is key to have realistic NPC, with logical behavior. In that I think that a game of this generation that has amazing AI is The Sims 2 in the way every NPC pursues their own objectives and follow their needs. That&#039;s what other games need to copy. 

I also think that there needs to be procedural generated stories which adapt to your actions and let you have freedom.

In the future we should have games that have the perfect balance of scripted and freedom and that will make games the best storytelling form.</description>
		<content:encoded><![CDATA[<p>What games need are enhancements in terms of AI and even more data in them, so we can have multiple paths to follow, different endings. Games nowadays have that to some amount, but much more is needed. </p>
<p>Multiple solutions to problems are key. Haven&#8217;t you hated some games because you thought of a creative solution to a puzzle, but the game forced you to make what the developer thought was right?</p>
<p>AI is key to have realistic NPC, with logical behavior. In that I think that a game of this generation that has amazing AI is The Sims 2 in the way every NPC pursues their own objectives and follow their needs. That&#8217;s what other games need to copy. </p>
<p>I also think that there needs to be procedural generated stories which adapt to your actions and let you have freedom.</p>
<p>In the future we should have games that have the perfect balance of scripted and freedom and that will make games the best storytelling form.
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		<title>By: Mel Gibson</title>
		<link>http://www.rockpapershotgun.com/2009/04/07/peter-molyneux-in-bold-claim-shocker/#comment-169968</link>
		<dc:creator>Mel Gibson</dc:creator>
		<pubDate>Wed, 08 Apr 2009 03:52:51 +0000</pubDate>
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		<description>Peter Molyneux is a liar and a thief</description>
		<content:encoded><![CDATA[<p>Peter Molyneux is a liar and a thief
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		<title>By: (Con)Quests</title>
		<link>http://www.rockpapershotgun.com/2009/04/07/peter-molyneux-in-bold-claim-shocker/#comment-169951</link>
		<dc:creator>(Con)Quests</dc:creator>
		<pubDate>Wed, 08 Apr 2009 02:02:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9990#comment-169951</guid>
		<description>Cliffsky: there&#039;s no need to FORGET story and focus into one thing. The point is to make story not be a useless appendix to gameplay but one thing with it. To do that you don&#039;t need to be the new Marlowe, just lemme be part of it, don&#039;t babysit me. Many games (mostly consoles) are structured in a wrong way: usually you get cutscenes that reveal exciting things, then you&#039;re told to go kill everyone to get to new exciting things. And so the only interactive part is kill everything in dumb ways. That way stories are useless and games are educationally harmful and degrading.

If what YOU DO is meaningful to the events narrated, ANY story will do wonders. For this reason stories don&#039;t have to be original, it&#039;s the interaction that will make &#039;em original, since you&#039;re its artifex. Plus, there&#039;s plenty of sources to take inspiration from. 

I doubt Richard Garriott is Henry Fielding, He simply had to reuse arthurian legends and D&amp;D, and mixed into a videogame like ultima7 nobody cares that stories are recycled, because inside a VIDEOGAME everything is still new and fresh.</description>
		<content:encoded><![CDATA[<p>Cliffsky: there&#8217;s no need to FORGET story and focus into one thing. The point is to make story not be a useless appendix to gameplay but one thing with it. To do that you don&#8217;t need to be the new Marlowe, just lemme be part of it, don&#8217;t babysit me. Many games (mostly consoles) are structured in a wrong way: usually you get cutscenes that reveal exciting things, then you&#8217;re told to go kill everyone to get to new exciting things. And so the only interactive part is kill everything in dumb ways. That way stories are useless and games are educationally harmful and degrading.</p>
<p>If what YOU DO is meaningful to the events narrated, ANY story will do wonders. For this reason stories don&#8217;t have to be original, it&#8217;s the interaction that will make &#8216;em original, since you&#8217;re its artifex. Plus, there&#8217;s plenty of sources to take inspiration from. </p>
<p>I doubt Richard Garriott is Henry Fielding, He simply had to reuse arthurian legends and D&amp;D, and mixed into a videogame like ultima7 nobody cares that stories are recycled, because inside a VIDEOGAME everything is still new and fresh.
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		<title>By: hitnrun</title>
		<link>http://www.rockpapershotgun.com/2009/04/07/peter-molyneux-in-bold-claim-shocker/#comment-169945</link>
		<dc:creator>hitnrun</dc:creator>
		<pubDate>Wed, 08 Apr 2009 01:47:41 +0000</pubDate>
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		<description>@cliffski: Well said. It makes me ill when I hear some commenter or reviewer say something along the lines of: &quot;the graphics aren&#039;t up to this generation&#039;s standard&quot; or &quot;there&#039;s like NO story&quot; or my personal favorite: &quot;there&#039;s no multiplayer!&quot;

I just want to say, hey asshole, maybe that&#039;s because they didn&#039;t want to sacrifice the game on the altar of your feature checklist. The most tedious games for me aren&#039;t the games that lack these things, but the ones that try and fail to implement them because it was decided in preproduction that the game would need to be multiplayer, need so-and-so graphics tech, or my personal favorite, need &quot;a gripping story&quot; to get approved, as if producing a great story is as simple as producing a dump.</description>
		<content:encoded><![CDATA[<p>@cliffski: Well said. It makes me ill when I hear some commenter or reviewer say something along the lines of: &#8220;the graphics aren&#8217;t up to this generation&#8217;s standard&#8221; or &#8220;there&#8217;s like NO story&#8221; or my personal favorite: &#8220;there&#8217;s no multiplayer!&#8221;</p>
<p>I just want to say, hey asshole, maybe that&#8217;s because they didn&#8217;t want to sacrifice the game on the altar of your feature checklist. The most tedious games for me aren&#8217;t the games that lack these things, but the ones that try and fail to implement them because it was decided in preproduction that the game would need to be multiplayer, need so-and-so graphics tech, or my personal favorite, need &#8220;a gripping story&#8221; to get approved, as if producing a great story is as simple as producing a dump.
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