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	<title>Comments on: Gaming Made Me: The Return Of The Panel</title>
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	<link>http://www.rockpapershotgun.com/2009/07/14/gaming-made-me-the-return-of-the-panel/</link>
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	<lastBuildDate>Sat, 21 Nov 2009 23:42:34 +0000</lastBuildDate>
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		<title>By: Snall</title>
		<link>http://www.rockpapershotgun.com/2009/07/14/gaming-made-me-the-return-of-the-panel/comment-page-2/#comment-272297</link>
		<dc:creator>Snall</dc:creator>
		<pubDate>Mon, 07 Sep 2009 09:55:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14535#comment-272297</guid>
		<description>Yep...gonna install Deus Ex again when I get home..evil this time.</description>
		<content:encoded><![CDATA[<p>Yep&#8230;gonna install Deus Ex again when I get home..evil this time.</p>
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		<title>By: Land</title>
		<link>http://www.rockpapershotgun.com/2009/07/14/gaming-made-me-the-return-of-the-panel/comment-page-2/#comment-223365</link>
		<dc:creator>Land</dc:creator>
		<pubDate>Fri, 17 Jul 2009 16:28:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14535#comment-223365</guid>
		<description>&quot;My mum borrowed a copy of SimCity 2000 from a friend, and copied that floppy (I had no idea at the time that you could even buy games, my parents were filthy pirates back then, I have since bought it).&quot;

Don&#039;t copy that floppy!

http://www.youtube.com/watch?v=-Xfqkdh5Js4</description>
		<content:encoded><![CDATA[<p>&#8220;My mum borrowed a copy of SimCity 2000 from a friend, and copied that floppy (I had no idea at the time that you could even buy games, my parents were filthy pirates back then, I have since bought it).&#8221;</p>
<p>Don&#8217;t copy that floppy!</p>
<p><a href="http://www.youtube.com/watch?v=-Xfqkdh5Js4" rel="nofollow">http://www.youtube.com/watch?v=-Xfqkdh5Js4</a></p>
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		<title>By: Requiem</title>
		<link>http://www.rockpapershotgun.com/2009/07/14/gaming-made-me-the-return-of-the-panel/comment-page-2/#comment-222577</link>
		<dc:creator>Requiem</dc:creator>
		<pubDate>Thu, 16 Jul 2009 08:05:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14535#comment-222577</guid>
		<description>@T. Slothrop Your path throught the game is totally predefined. When the game changes and Paul fills you in on what&#039;s really going on and asks you to change sides you have a dialogue choice to refuse. But you can&#039;t progress the game any further until you cave in and comply. You have some choices with the other characters but those choices only affect those characters and usually end up with the same results. There is nothing you can do or not do that has an effect on the game world outside of the main story. None of your actions through out the game affect the ending. Take away the dialogue, inventory and skills/abilities you have a shooter that&#039;s designed no different than say Half Life.</description>
		<content:encoded><![CDATA[<p>@T. Slothrop Your path throught the game is totally predefined. When the game changes and Paul fills you in on what&#8217;s really going on and asks you to change sides you have a dialogue choice to refuse. But you can&#8217;t progress the game any further until you cave in and comply. You have some choices with the other characters but those choices only affect those characters and usually end up with the same results. There is nothing you can do or not do that has an effect on the game world outside of the main story. None of your actions through out the game affect the ending. Take away the dialogue, inventory and skills/abilities you have a shooter that&#8217;s designed no different than say Half Life.</p>
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		<title>By: TooNu</title>
		<link>http://www.rockpapershotgun.com/2009/07/14/gaming-made-me-the-return-of-the-panel/comment-page-2/#comment-222456</link>
		<dc:creator>TooNu</dc:creator>
		<pubDate>Wed, 15 Jul 2009 22:53:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14535#comment-222456</guid>
		<description>These &quot;gaming made me&quot; are pretty damn awesome, why is this site frequently oozing awesome? One day it this site will be Metallica, small band, lot&#039;s of street cred, becomes popular, called a sellout, gains a huge following and loses the personal feeling.
RPS, your days of awesome are numbered.</description>
		<content:encoded><![CDATA[<p>These &#8220;gaming made me&#8221; are pretty damn awesome, why is this site frequently oozing awesome? One day it this site will be Metallica, small band, lot&#8217;s of street cred, becomes popular, called a sellout, gains a huge following and loses the personal feeling.<br />
RPS, your days of awesome are numbered.</p>
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		<title>By: LewieP</title>
		<link>http://www.rockpapershotgun.com/2009/07/14/gaming-made-me-the-return-of-the-panel/comment-page-2/#comment-222423</link>
		<dc:creator>LewieP</dc:creator>
		<pubDate>Wed, 15 Jul 2009 21:09:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14535#comment-222423</guid>
		<description>I just turned 22 the other week.</description>
		<content:encoded><![CDATA[<p>I just turned 22 the other week.</p>
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		<title>By: T. Slothrop</title>
		<link>http://www.rockpapershotgun.com/2009/07/14/gaming-made-me-the-return-of-the-panel/comment-page-2/#comment-222372</link>
		<dc:creator>T. Slothrop</dc:creator>
		<pubDate>Wed, 15 Jul 2009 19:32:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14535#comment-222372</guid>
		<description>@Requiem

I do not want to respond in several paragraphs of dubious relevance but I simply must chastise you for saying that Deus Ex was not developed for multiple playthroughs, particularly wrong is claiming its depth unremarkable in comparison to other shooters. &quot;&lt;i&gt;You can use different tactics but you are still going straight from point a to point c through point b each time.&lt;/i&gt;&quot; I mean this is quite an easy strawman for you defeat but grossly and unfairly simplifies.

My brother must have played the game about nine times before he realised he could save Paul Denton in New York, your actions in the game have far better realised consequences than the overwhelming majority of games, there are dozens if not hundreds of choices from subtle to major. Your actions, even small ones are remarked upon and change your relationship to various characters in meaningful ways. &#039;Changing tactics&#039; may mean anything in any game, you could argue Doom offered the ability to change tactics by letting you strafe and shoot at demons or run straight towards them, so a more precise term is necessary. It is however exceptional in comparison to other shooters in this regard, you can viably finish the game without firing a shot, without even picking up a weapon or of course being a homicidal flame-throwing-nanosword-ninja-swimming-expert.

As for the implied linearity in your algebra example, no game I can think of (Bloodlines was linear in comparison though offered relative freedom to other games) offered a comparable amount of intended and unintended ways to reach &#039;point c&#039;, and simply because &#039;point c&#039; in other games is in the middle of a large field does not mean you necessarily have a superior level of freedom, it just means you run towards said point at a different angle. I still found new ways to insert myself into Maggie Chow&#039;s apartment on my last playthrough. You have to look at the game in a very large and generalised scope before your assessment is accurate. You could easily and erroneously argue no differently about Planescape: Torment or Baldur&#039;s Gate, neither JRPGs. 

Deus Ex is the opposite of a JRPG, I have no idea by what tenuous link you compare the two but I shall assume it&#039;s the uniformity of &#039;JC Denton&#039; though can you determine his morality, appearance, real name, world-view and abilities. I actually really enjoyed Final Fantasy VII as an eight-year-old but even a JRPG on an exceptionally fine day with good conditions and a favourable umpire could not come close to resembling Deus Ex. 

In summation; let us agree at &lt;i&gt;least&lt;/i&gt; to be best friends and correspond by knitted sweaters and parcels of tea and biscuits with a delightful interior.</description>
		<content:encoded><![CDATA[<p>@Requiem</p>
<p>I do not want to respond in several paragraphs of dubious relevance but I simply must chastise you for saying that Deus Ex was not developed for multiple playthroughs, particularly wrong is claiming its depth unremarkable in comparison to other shooters. &#8220;<i>You can use different tactics but you are still going straight from point a to point c through point b each time.</i>&#8221; I mean this is quite an easy strawman for you defeat but grossly and unfairly simplifies.</p>
<p>My brother must have played the game about nine times before he realised he could save Paul Denton in New York, your actions in the game have far better realised consequences than the overwhelming majority of games, there are dozens if not hundreds of choices from subtle to major. Your actions, even small ones are remarked upon and change your relationship to various characters in meaningful ways. &#8216;Changing tactics&#8217; may mean anything in any game, you could argue Doom offered the ability to change tactics by letting you strafe and shoot at demons or run straight towards them, so a more precise term is necessary. It is however exceptional in comparison to other shooters in this regard, you can viably finish the game without firing a shot, without even picking up a weapon or of course being a homicidal flame-throwing-nanosword-ninja-swimming-expert.</p>
<p>As for the implied linearity in your algebra example, no game I can think of (Bloodlines was linear in comparison though offered relative freedom to other games) offered a comparable amount of intended and unintended ways to reach &#8216;point c&#8217;, and simply because &#8216;point c&#8217; in other games is in the middle of a large field does not mean you necessarily have a superior level of freedom, it just means you run towards said point at a different angle. I still found new ways to insert myself into Maggie Chow&#8217;s apartment on my last playthrough. You have to look at the game in a very large and generalised scope before your assessment is accurate. You could easily and erroneously argue no differently about Planescape: Torment or Baldur&#8217;s Gate, neither JRPGs. </p>
<p>Deus Ex is the opposite of a JRPG, I have no idea by what tenuous link you compare the two but I shall assume it&#8217;s the uniformity of &#8216;JC Denton&#8217; though can you determine his morality, appearance, real name, world-view and abilities. I actually really enjoyed Final Fantasy VII as an eight-year-old but even a JRPG on an exceptionally fine day with good conditions and a favourable umpire could not come close to resembling Deus Ex. </p>
<p>In summation; let us agree at <i>least</i> to be best friends and correspond by knitted sweaters and parcels of tea and biscuits with a delightful interior.</p>
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		<title>By: Kommissar Nicko</title>
		<link>http://www.rockpapershotgun.com/2009/07/14/gaming-made-me-the-return-of-the-panel/comment-page-2/#comment-222345</link>
		<dc:creator>Kommissar Nicko</dc:creator>
		<pubDate>Wed, 15 Jul 2009 18:43:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14535#comment-222345</guid>
		<description>It&#039;s funny, I read LewieP&#039;s list and I was sure he was roughly my age.</description>
		<content:encoded><![CDATA[<p>It&#8217;s funny, I read LewieP&#8217;s list and I was sure he was roughly my age.</p>
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		<title>By: GreatUncleBaal</title>
		<link>http://www.rockpapershotgun.com/2009/07/14/gaming-made-me-the-return-of-the-panel/comment-page-2/#comment-222285</link>
		<dc:creator>GreatUncleBaal</dc:creator>
		<pubDate>Wed, 15 Jul 2009 17:31:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14535#comment-222285</guid>
		<description>Rick Dangerous: I&#039;m pretty sure the first level is still burned into my memory, spike by painful bloody spike. Pixel-perfect dynamite placement, hard-to-see traps (speccy version) and waiting ages for the enemies to all wander away at the same time so you could drop down and kill them. Happy days.</description>
		<content:encoded><![CDATA[<p>Rick Dangerous: I&#8217;m pretty sure the first level is still burned into my memory, spike by painful bloody spike. Pixel-perfect dynamite placement, hard-to-see traps (speccy version) and waiting ages for the enemies to all wander away at the same time so you could drop down and kill them. Happy days.</p>
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		<title>By: Chemix</title>
		<link>http://www.rockpapershotgun.com/2009/07/14/gaming-made-me-the-return-of-the-panel/comment-page-2/#comment-222230</link>
		<dc:creator>Chemix</dc:creator>
		<pubDate>Wed, 15 Jul 2009 15:33:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14535#comment-222230</guid>
		<description>As towards STALKER and a compelling story, it lacked a linear narrative and revolved around free-play, but I&#039;d say the story was actually one of the better points of the game, particularly with the 7 different endings that depend on your behavior throughout the game and your persistence to an end. Aside from Marked One, it did lack character development, and since your character never speaks, your altered mindset only changes mission goals. Voice acting also left a lot to be desired, but for being an open game, and hard as hell in comparison to many shooters, with many gameplay elements, it was rather amazing they got done what they did. That said, a little (by that I mean a good long while) of polish would have helped.</description>
		<content:encoded><![CDATA[<p>As towards STALKER and a compelling story, it lacked a linear narrative and revolved around free-play, but I&#8217;d say the story was actually one of the better points of the game, particularly with the 7 different endings that depend on your behavior throughout the game and your persistence to an end. Aside from Marked One, it did lack character development, and since your character never speaks, your altered mindset only changes mission goals. Voice acting also left a lot to be desired, but for being an open game, and hard as hell in comparison to many shooters, with many gameplay elements, it was rather amazing they got done what they did. That said, a little (by that I mean a good long while) of polish would have helped.</p>
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		<title>By: Requiem</title>
		<link>http://www.rockpapershotgun.com/2009/07/14/gaming-made-me-the-return-of-the-panel/comment-page-2/#comment-222186</link>
		<dc:creator>Requiem</dc:creator>
		<pubDate>Wed, 15 Jul 2009 14:18:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14535#comment-222186</guid>
		<description>@T. Slothrop I thought SS2&#039;s system was fairer, not perfect, I prefer Stalker&#039;s lack of any interference. The only reason I didn&#039;t increase the gun skills was I found I didn&#039;t need to. With even only a few weapon mods the sniper rifle was no more wobbly than many I&#039;ve used in straight shooters that have no other handicaps. Though if the game had come out a couple of years previously, before I had started playing first person shooters, I would of been in real trouble probably even with fully upgraded skills and weapons.

Like any shooter there&#039;s combat progression in tougher opponents and better weapons. And levelling up my character has never just been my incentive to play any RPG.

Deus Ex is not an RPG not unless you are using the JRPG definition. It&#039;s a good shooter with more depth than most but a few stats and some dialogue do not a western RPG make. It&#039;s certainly no more set up for multiple playthroughs than any other shooter. You can use different tactics but you are still going straight from point a to point c through point b each time.</description>
		<content:encoded><![CDATA[<p>@T. Slothrop I thought SS2&#8217;s system was fairer, not perfect, I prefer Stalker&#8217;s lack of any interference. The only reason I didn&#8217;t increase the gun skills was I found I didn&#8217;t need to. With even only a few weapon mods the sniper rifle was no more wobbly than many I&#8217;ve used in straight shooters that have no other handicaps. Though if the game had come out a couple of years previously, before I had started playing first person shooters, I would of been in real trouble probably even with fully upgraded skills and weapons.</p>
<p>Like any shooter there&#8217;s combat progression in tougher opponents and better weapons. And levelling up my character has never just been my incentive to play any RPG.</p>
<p>Deus Ex is not an RPG not unless you are using the JRPG definition. It&#8217;s a good shooter with more depth than most but a few stats and some dialogue do not a western RPG make. It&#8217;s certainly no more set up for multiple playthroughs than any other shooter. You can use different tactics but you are still going straight from point a to point c through point b each time.</p>
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		<title>By: T. Slothrop</title>
		<link>http://www.rockpapershotgun.com/2009/07/14/gaming-made-me-the-return-of-the-panel/comment-page-1/#comment-222146</link>
		<dc:creator>T. Slothrop</dc:creator>
		<pubDate>Wed, 15 Jul 2009 13:09:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14535#comment-222146</guid>
		<description>@Requiem

Your argument is interesting but you must acknowledge that System Shock 2&#039;s prerequisite system was also an artificial handicap, not being able to even attempt to fire a pistol without the prerequisite skill is more contrived than hyper-inaccuracy at a base level, at least in my estimation. 

I think we diverge also on what precisely constitutes &#039;player control&#039;, I don&#039;t think there&#039;s any legitimate entitlement for precise bullet/trajectory/shot. Few if anyone would argue that weapon inaccuracy is the removal of &#039;player control&#039;. Deus Ex only differs from every other shooter with inherent weapon inaccuracy by offering tiered specialisation to ameliorate said inaccuracy. In the context of the game (being a newly-promoted multi-skilled anti-terrorist agent) and the mechanics (a character-building RPG sim) the system works.

It also works on a more fundamental level because it is a manifestation of the protagonists own progression and you obviously have control of that progression (if not in the most naturalistic of ways). I also think that the argument that such a system (with regard to combat) is unnecessary due to a new players disadvantage at the start of a game is specious not only as Deus Ex was designed for multiple playthroughs but as it&#039;s an RPG and there must be an incentive for progression. If combat is a large component in the RPG game in question, it must also have a progression and an incentive. Then we are left with what kind of progression to implement (Deus Ex 2 did not have stratified weapon inaccuracy and was immensely poorer for it, it did not even have locational damage until an outcry after the demo was released and the pistol had some multiplier attached); The Deus Ex design or the System Shock 2 design and I would argue the former is more naturalistic and less contrived.

Your Deus Ex tactics are interesting and in all my playthroughs never avoided mastering in at least one weapon class, you may not consider it too advantageous or prohibitively expensive, but a master-level sniper rifle shot can break most locked cabinets/wooden doors/lockers/cameras/turrets/etc. Also you can shoot an assault rifle and with only a mod or two have every shot hit where you want it without recoil. However the game was designed to accommodate ridiculous permutations in play styles, I believe one man tried to finish the game without picking up a &lt;i&gt;single item&lt;/i&gt; (apart from quest items) using those rare explosive crates and canisters to open required locked doors.   

S.T.A.L.K.E.R. also really lacked a compelling storyline, the atmosphere was stunning however the plot leaved a little to be desired. It also lacked interesting side-missions and characterisation, which is particularly noticeable in the disparity to the incredibly realised setting.</description>
		<content:encoded><![CDATA[<p>@Requiem</p>
<p>Your argument is interesting but you must acknowledge that System Shock 2&#8217;s prerequisite system was also an artificial handicap, not being able to even attempt to fire a pistol without the prerequisite skill is more contrived than hyper-inaccuracy at a base level, at least in my estimation. </p>
<p>I think we diverge also on what precisely constitutes &#8216;player control&#8217;, I don&#8217;t think there&#8217;s any legitimate entitlement for precise bullet/trajectory/shot. Few if anyone would argue that weapon inaccuracy is the removal of &#8216;player control&#8217;. Deus Ex only differs from every other shooter with inherent weapon inaccuracy by offering tiered specialisation to ameliorate said inaccuracy. In the context of the game (being a newly-promoted multi-skilled anti-terrorist agent) and the mechanics (a character-building RPG sim) the system works.</p>
<p>It also works on a more fundamental level because it is a manifestation of the protagonists own progression and you obviously have control of that progression (if not in the most naturalistic of ways). I also think that the argument that such a system (with regard to combat) is unnecessary due to a new players disadvantage at the start of a game is specious not only as Deus Ex was designed for multiple playthroughs but as it&#8217;s an RPG and there must be an incentive for progression. If combat is a large component in the RPG game in question, it must also have a progression and an incentive. Then we are left with what kind of progression to implement (Deus Ex 2 did not have stratified weapon inaccuracy and was immensely poorer for it, it did not even have locational damage until an outcry after the demo was released and the pistol had some multiplier attached); The Deus Ex design or the System Shock 2 design and I would argue the former is more naturalistic and less contrived.</p>
<p>Your Deus Ex tactics are interesting and in all my playthroughs never avoided mastering in at least one weapon class, you may not consider it too advantageous or prohibitively expensive, but a master-level sniper rifle shot can break most locked cabinets/wooden doors/lockers/cameras/turrets/etc. Also you can shoot an assault rifle and with only a mod or two have every shot hit where you want it without recoil. However the game was designed to accommodate ridiculous permutations in play styles, I believe one man tried to finish the game without picking up a <i>single item</i> (apart from quest items) using those rare explosive crates and canisters to open required locked doors.   </p>
<p>S.T.A.L.K.E.R. also really lacked a compelling storyline, the atmosphere was stunning however the plot leaved a little to be desired. It also lacked interesting side-missions and characterisation, which is particularly noticeable in the disparity to the incredibly realised setting.</p>
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		<title>By: Requiem</title>
		<link>http://www.rockpapershotgun.com/2009/07/14/gaming-made-me-the-return-of-the-panel/comment-page-1/#comment-222070</link>
		<dc:creator>Requiem</dc:creator>
		<pubDate>Wed, 15 Jul 2009 10:44:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14535#comment-222070</guid>
		<description>@T. Slothrop I&#039;ll have to disagree with you on the weapon skills, it&#039;s one thing I hate in F/TPS hybrids. Stats were a way to define characters and see the results of actions you had no direct control over. In a game that allows you direct control of your character you don&#039;t need stats limiting player control. You&#039;re already at a disadvantage at the start of any new game, and get better as you progress, you don&#039;t need an artificial handicap system on top of that. In System Shock 2, no matter my own FPS experience, I had to spend points on weapon skills to unlock being able to use more powerful weapons. In Deus Ex I would leave all the firearms skills untrained and put all my points into the non combat skills and melee, even though I tended to favour the sniper rifle. That&#039;s not good design.

All Stalker really lacked was the location based damage and non combat skills, otherwise I thought it was far superior. Especially if you add in the sleeping bag and weapon modifications from Clear Sky.</description>
		<content:encoded><![CDATA[<p>@T. Slothrop I&#8217;ll have to disagree with you on the weapon skills, it&#8217;s one thing I hate in F/TPS hybrids. Stats were a way to define characters and see the results of actions you had no direct control over. In a game that allows you direct control of your character you don&#8217;t need stats limiting player control. You&#8217;re already at a disadvantage at the start of any new game, and get better as you progress, you don&#8217;t need an artificial handicap system on top of that. In System Shock 2, no matter my own FPS experience, I had to spend points on weapon skills to unlock being able to use more powerful weapons. In Deus Ex I would leave all the firearms skills untrained and put all my points into the non combat skills and melee, even though I tended to favour the sniper rifle. That&#8217;s not good design.</p>
<p>All Stalker really lacked was the location based damage and non combat skills, otherwise I thought it was far superior. Especially if you add in the sleeping bag and weapon modifications from Clear Sky.</p>
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