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	<title>Comments on: Freedom Done Wrong</title>
	<atom:link href="http://ludusnovus.net/2008/06/17/freedom-done-wrong/feed/" rel="self" type="application/rss+xml" />
	<link>http://ludusnovus.net/2008/06/17/freedom-done-wrong/</link>
	<description>The Art of Interaction</description>
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		<title>By: ludusnovus</title>
		<link>http://ludusnovus.net/2008/06/17/freedom-done-wrong/comment-page-1/#comment-21945</link>
		<dc:creator>ludusnovus</dc:creator>
		<pubDate>Wed, 18 Jun 2008 13:03:18 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=29#comment-21945</guid>
		<description>I agree; that seems to be an issue with many large projects.  Again, though, it&#039;s an issue that can be fixed with written conventions and a focus on consistency.  It &lt;em&gt;seems&lt;/em&gt; like it&#039;s a flaw of open-ended games, while the real reason it shows up in those types of games is that the developers don&#039;t keep it in mind.  When you&#039;ve got a linear plot outline, it&#039;s natural to think of each chunk in-context.  Developers just need to remember that the context is just as important when a game&#039;s path is less set-in-stone.</description>
		<content:encoded><![CDATA[<p>I agree; that seems to be an issue with many large projects.  Again, though, it&#8217;s an issue that can be fixed with written conventions and a focus on consistency.  It <em>seems</em> like it&#8217;s a flaw of open-ended games, while the real reason it shows up in those types of games is that the developers don&#8217;t keep it in mind.  When you&#8217;ve got a linear plot outline, it&#8217;s natural to think of each chunk in-context.  Developers just need to remember that the context is just as important when a game&#8217;s path is less set-in-stone.</p>
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		<title>By: guyblade</title>
		<link>http://ludusnovus.net/2008/06/17/freedom-done-wrong/comment-page-1/#comment-21919</link>
		<dc:creator>guyblade</dc:creator>
		<pubDate>Wed, 18 Jun 2008 03:29:23 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=29#comment-21919</guid>
		<description>I think the main problem with the large open ended games (typified by my experience in Oblivion) is not that the games lack pacing, but that the games have a bad tendency to show their lack of a single overarching vision. In Oblivion, this bled through in the way that there seemed to be different quest naming conventions for different cities. One in particular was especially bad in that it prefaced each quest with the name of the city which was not a convention done elsewhere. This instantly activated my programmer sense (tm) and made me consider how the division of labor for the game was handled. Obviously, any such thoughts are a sudden and jarring drop out of any sort of immersion.</description>
		<content:encoded><![CDATA[<p>I think the main problem with the large open ended games (typified by my experience in Oblivion) is not that the games lack pacing, but that the games have a bad tendency to show their lack of a single overarching vision. In Oblivion, this bled through in the way that there seemed to be different quest naming conventions for different cities. One in particular was especially bad in that it prefaced each quest with the name of the city which was not a convention done elsewhere. This instantly activated my programmer sense &#8482; and made me consider how the division of labor for the game was handled. Obviously, any such thoughts are a sudden and jarring drop out of any sort of immersion.</p>
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