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	<title>Comments on: Left 4 Godot</title>
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	<link>http://ludusnovus.net/2009/05/11/left-4-godot/</link>
	<description>The Art of Interaction</description>
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		<title>By: Kurrus</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-45132</link>
		<dc:creator>Kurrus</dc:creator>
		<pubDate>Tue, 07 Jul 2009 14:32:48 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-45132</guid>
		<description>One thing to correct: you DO see another human in the game. When you reach the helicopter in the rooftop of No Mercy, the pilot is sitting on his seat and you can clearly see him, although you probably need to know he&#039;s there because the seat covers him. You need to get closer to the door opposite to the helipad (don&#039;t worry about falling, a conveniently placed invisible barrier blocks you).

Anyway, interesting post.</description>
		<content:encoded><![CDATA[<p>One thing to correct: you DO see another human in the game. When you reach the helicopter in the rooftop of No Mercy, the pilot is sitting on his seat and you can clearly see him, although you probably need to know he&#8217;s there because the seat covers him. You need to get closer to the door opposite to the helipad (don&#8217;t worry about falling, a conveniently placed invisible barrier blocks you).</p>
<p>Anyway, interesting post.</p>
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		<title>By: Gregory Weir</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-44996</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Sat, 04 Jul 2009 15:17:52 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-44996</guid>
		<description>I respectfully disagree.</description>
		<content:encoded><![CDATA[<p>I respectfully disagree.</p>
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		<title>By: bmcasler</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-44979</link>
		<dc:creator>bmcasler</dc:creator>
		<pubDate>Sat, 04 Jul 2009 05:28:00 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-44979</guid>
		<description>waiting for godot is such a boring existentialism play. i had to read it for english 101. it was a good example to what existentialism is all about, but honestly, it&#039;s a total waste of time reading it.</description>
		<content:encoded><![CDATA[<p>waiting for godot is such a boring existentialism play. i had to read it for english 101. it was a good example to what existentialism is all about, but honestly, it&#8217;s a total waste of time reading it.</p>
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		<title>By: Richard Terrell</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-44923</link>
		<dc:creator>Richard Terrell</dc:creator>
		<pubDate>Fri, 03 Jul 2009 04:30:53 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-44923</guid>
		<description>Interesting article. I want to see that play now. 

I wish I had a PC that could run Valve games well. Maybe I could go to a lan center, but that&#039;s kind of expensive.

I&#039;m planning on taking another look at co-op game design of RE5 mercenaries mode and hopefully some L4D. 

I always forget that L4D is on the 360 as well. Maybe if Microsoft/Valve wanted to send me a copy of L4D to review (or something) I could magically get my hands on it and put some time into it.</description>
		<content:encoded><![CDATA[<p>Interesting article. I want to see that play now. </p>
<p>I wish I had a PC that could run Valve games well. Maybe I could go to a lan center, but that&#8217;s kind of expensive.</p>
<p>I&#8217;m planning on taking another look at co-op game design of RE5 mercenaries mode and hopefully some L4D. </p>
<p>I always forget that L4D is on the 360 as well. Maybe if Microsoft/Valve wanted to send me a copy of L4D to review (or something) I could magically get my hands on it and put some time into it.</p>
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		<title>By: Gregory Weir</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-44338</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Mon, 22 Jun 2009 14:33:14 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-44338</guid>
		<description>The No Mercy campaign definitely starts in the same location as the cutscene ends.  However, it&#039;s unclear how much time has passed.  In the cutscene, the Survivors are ignorant about the Special Infected, but at the beginning of the campaign, they are knowledgeable enough to use nicknames and recognize the Specials by their sounds.</description>
		<content:encoded><![CDATA[<p>The No Mercy campaign definitely starts in the same location as the cutscene ends.  However, it&#8217;s unclear how much time has passed.  In the cutscene, the Survivors are ignorant about the Special Infected, but at the beginning of the campaign, they are knowledgeable enough to use nicknames and recognize the Specials by their sounds.</p>
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		<title>By: Marc</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-44333</link>
		<dc:creator>Marc</dc:creator>
		<pubDate>Mon, 22 Jun 2009 12:20:06 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-44333</guid>
		<description>Easily the best video game article I&#039;ve read in a very long time. It&#039;s connections like this that are proof (to me) that gaming IS more than empty entertainment (to some) and that this is a viable medium for artistic expression.
Well written!</description>
		<content:encoded><![CDATA[<p>Easily the best video game article I&#8217;ve read in a very long time. It&#8217;s connections like this that are proof (to me) that gaming IS more than empty entertainment (to some) and that this is a viable medium for artistic expression.<br />
Well written!</p>
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		<title>By: jimbo</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-44319</link>
		<dc:creator>jimbo</dc:creator>
		<pubDate>Mon, 22 Jun 2009 05:44:53 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-44319</guid>
		<description>The No Mercy campaign starts right after the main cutscene.  If you look on the side of the building, the fire escape is torn off.  Also, if you pay close attention in the cutscene, you can see the tarp on the roof.</description>
		<content:encoded><![CDATA[<p>The No Mercy campaign starts right after the main cutscene.  If you look on the side of the building, the fire escape is torn off.  Also, if you pay close attention in the cutscene, you can see the tarp on the roof.</p>
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		<title>By: Gregory Weir</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-42701</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Fri, 22 May 2009 05:11:49 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-42701</guid>
		<description>Now you&#039;re bumming me out, man.</description>
		<content:encoded><![CDATA[<p>Now you&#8217;re bumming me out, man.</p>
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		<title>By: Deacon Lowdown</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-42699</link>
		<dc:creator>Deacon Lowdown</dc:creator>
		<pubDate>Fri, 22 May 2009 04:56:48 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-42699</guid>
		<description>The scariest thought of all, perhaps is that the cycle is not infinite, that it *does* have a clear, definite ending: The Last Stand.</description>
		<content:encoded><![CDATA[<p>The scariest thought of all, perhaps is that the cycle is not infinite, that it *does* have a clear, definite ending: The Last Stand.</p>
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		<title>By: Phillip Meiser</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-42522</link>
		<dc:creator>Phillip Meiser</dc:creator>
		<pubDate>Mon, 18 May 2009 19:42:24 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-42522</guid>
		<description>...off the top of my head? a last minute hunter attack, or even that last tank nobody sticks around to kill, ruptures a fuel line on the plane, forcing an emergency landing in which the nose of the plane is crumpled, but the cargo area is left more or less intact. And the boat runs aground on some submerged debris, possibly even springing a leak.</description>
		<content:encoded><![CDATA[<p>&#8230;off the top of my head? a last minute hunter attack, or even that last tank nobody sticks around to kill, ruptures a fuel line on the plane, forcing an emergency landing in which the nose of the plane is crumpled, but the cargo area is left more or less intact. And the boat runs aground on some submerged debris, possibly even springing a leak.</p>
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		<title>By: Gregory Weir</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-42513</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Mon, 18 May 2009 12:33:30 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-42513</guid>
		<description>That&#039;s the thing about the cutscene-rooftop connection.  Between the end of the cutscene and the beginning of No Mercy, the Survivors somehow learn the nuances of Special Infected behavior.  At the very least, they spent several days on the rooftop watching the horde without getting particularly injured by passing Hunters.

Valve&#039;s original plan was to have the stories connected, and there&#039;s a sort of narrative progression across the campaigns, but they&#039;re still disjointed enough that those connections are no longer there.  Any rationale for the sequence concept needs to explain how the Survivors lose out on their escape plan.  Why does a fully-fueled plane land again in the same state (as seen by maps) without crashing badly enough to hurt the Survivors?  Why would the boat from Death Toll land in what is evidently the Infected, burning city of Dead Air?  And so on.  Even if they are connected, there is enough vagueness and contradiction to make the sequence fuzzy and odd.</description>
		<content:encoded><![CDATA[<p>That&#8217;s the thing about the cutscene-rooftop connection.  Between the end of the cutscene and the beginning of No Mercy, the Survivors somehow learn the nuances of Special Infected behavior.  At the very least, they spent several days on the rooftop watching the horde without getting particularly injured by passing Hunters.</p>
<p>Valve&#8217;s original plan was to have the stories connected, and there&#8217;s a sort of narrative progression across the campaigns, but they&#8217;re still disjointed enough that those connections are no longer there.  Any rationale for the sequence concept needs to explain how the Survivors lose out on their escape plan.  Why does a fully-fueled plane land again in the same state (as seen by maps) without crashing badly enough to hurt the Survivors?  Why would the boat from Death Toll land in what is evidently the Infected, burning city of Dead Air?  And so on.  Even if they are connected, there is enough vagueness and contradiction to make the sequence fuzzy and odd.</p>
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		<title>By: Phillip Meiser</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-42505</link>
		<dc:creator>Phillip Meiser</dc:creator>
		<pubDate>Mon, 18 May 2009 06:47:12 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-42505</guid>
		<description>I have this uncontrollable urge to correct things in this analysis. Stupid, little things which probably have little bearing on the actual analysis here, but they are going to keep bugging me unless I say them.

The opening cutscene of the game has the survivors climbing onto a rooftop. The No Mercy campaign is considered to be the first scenario, and I believe a closer look will show that the survivors begin this campaign on that very same rooftop. Likewise, the developer commentary at the end of the campaign reveals that in the original cut, the helicopter pilot at the finale mentions that he has been feeling strange, and the second campaign would have begun at the site of the crashed helicopter. In the end, Valve chose to cut those connecting details out, because referring explicitly to the unsuccessful escape would cheapen the sense of accomplishment players feel. Still, going through the campaigns in order, there is a definite progression of moving out of the city, through the suburbs and into the rural countryside. I believe the game can be thought of as a cohesive sequence of events from opening cutscene to cornfield shootout, not a disjointed set of repetitive misadventures. In this fashion the story is more like that of the episodic half-life sequels and not some ever-repeating purgatory. Future expansions could easily be made to continue this single narrative, rather than simply be new scenarios. 

The character&#039;s sudden knowledge of the nuances of witch behavior is a little harder to explain in context though. And I don&#039;t even want to *think* about explaining the ability to magically return to life in nearby closets.</description>
		<content:encoded><![CDATA[<p>I have this uncontrollable urge to correct things in this analysis. Stupid, little things which probably have little bearing on the actual analysis here, but they are going to keep bugging me unless I say them.</p>
<p>The opening cutscene of the game has the survivors climbing onto a rooftop. The No Mercy campaign is considered to be the first scenario, and I believe a closer look will show that the survivors begin this campaign on that very same rooftop. Likewise, the developer commentary at the end of the campaign reveals that in the original cut, the helicopter pilot at the finale mentions that he has been feeling strange, and the second campaign would have begun at the site of the crashed helicopter. In the end, Valve chose to cut those connecting details out, because referring explicitly to the unsuccessful escape would cheapen the sense of accomplishment players feel. Still, going through the campaigns in order, there is a definite progression of moving out of the city, through the suburbs and into the rural countryside. I believe the game can be thought of as a cohesive sequence of events from opening cutscene to cornfield shootout, not a disjointed set of repetitive misadventures. In this fashion the story is more like that of the episodic half-life sequels and not some ever-repeating purgatory. Future expansions could easily be made to continue this single narrative, rather than simply be new scenarios. </p>
<p>The character&#8217;s sudden knowledge of the nuances of witch behavior is a little harder to explain in context though. And I don&#8217;t even want to *think* about explaining the ability to magically return to life in nearby closets.</p>
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		<title>By: Katnip</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-42264</link>
		<dc:creator>Katnip</dc:creator>
		<pubDate>Wed, 13 May 2009 14:34:43 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-42264</guid>
		<description>This is an interesting read on the game.  As far as the survivors pointing out safe houses, they only do that once they&#039;ve seen the spray painted symbol indicating that there is one nearby.  Similarly, they all know details about the environments, like Louis mentioning that the subway is the easiest way to Mercy Hospital, presumably because they lived in these areas before the outbreak.

However, the idea of sin and punishment ties into the gameplay nicely.  There is a constant illusion that the dangers of the game are avoidable, and thus it becomes the players fault that get hurt in it.  Things that can be avoided in theory: car alarms, Hunter pounces can be broken midair with a melee attack, Smokers give two or three seconds after they grab you to aim and fire to free yourself, Boomers can only attack up close, Witches can be snuck past or crowned, and Tanks can be outrun (but only if you&#039;ve avoided the other dangers and kept your health up).  Even the zombies take a moment to start striking you after stumbling up.  There isn&#039;t a single attack in the game that is unavoidable if reacted to quickly enough, which is quite a design feat in it&#039;s own right.  In practice of course there&#039;s almost always too much chaos for this to work out perfectly, and people trying to act as lone wolves are especially susceptible to being ambushed and killed.  More than this, because of the Director, cowardice and a slow pace is punished by extra waves, while hubris and rushing ahead is equally dangerous because the player then gets caught with no cover when the Horde shows up.

I&#039;ll take this a little farther and note that the game is set up like a pilgrimage.  You travel from safe house to safe house, all of which have had countless survivors already come through, marking the path and showing the way ahead to a predetermined final location that holds the promise of salvation.  The four characters are always seemingly the final ones leaving the city, even the helicopter pilot remarks that it&#039;s his last run for the day.  Considering that the chapters of the game were initially intended to link together, stringing one failed escape attempt after another, the seeming purgatory vibe of it isn&#039;t so misplaced.  Perhaps the answer isn&#039;t that they are the last ones trying to leave after having dawdled too long, but instead that it is truly impossible to leave and they are simply the ones who have survived the longest on a cyclical journey through the ruined city.</description>
		<content:encoded><![CDATA[<p>This is an interesting read on the game.  As far as the survivors pointing out safe houses, they only do that once they&#8217;ve seen the spray painted symbol indicating that there is one nearby.  Similarly, they all know details about the environments, like Louis mentioning that the subway is the easiest way to Mercy Hospital, presumably because they lived in these areas before the outbreak.</p>
<p>However, the idea of sin and punishment ties into the gameplay nicely.  There is a constant illusion that the dangers of the game are avoidable, and thus it becomes the players fault that get hurt in it.  Things that can be avoided in theory: car alarms, Hunter pounces can be broken midair with a melee attack, Smokers give two or three seconds after they grab you to aim and fire to free yourself, Boomers can only attack up close, Witches can be snuck past or crowned, and Tanks can be outrun (but only if you&#8217;ve avoided the other dangers and kept your health up).  Even the zombies take a moment to start striking you after stumbling up.  There isn&#8217;t a single attack in the game that is unavoidable if reacted to quickly enough, which is quite a design feat in it&#8217;s own right.  In practice of course there&#8217;s almost always too much chaos for this to work out perfectly, and people trying to act as lone wolves are especially susceptible to being ambushed and killed.  More than this, because of the Director, cowardice and a slow pace is punished by extra waves, while hubris and rushing ahead is equally dangerous because the player then gets caught with no cover when the Horde shows up.</p>
<p>I&#8217;ll take this a little farther and note that the game is set up like a pilgrimage.  You travel from safe house to safe house, all of which have had countless survivors already come through, marking the path and showing the way ahead to a predetermined final location that holds the promise of salvation.  The four characters are always seemingly the final ones leaving the city, even the helicopter pilot remarks that it&#8217;s his last run for the day.  Considering that the chapters of the game were initially intended to link together, stringing one failed escape attempt after another, the seeming purgatory vibe of it isn&#8217;t so misplaced.  Perhaps the answer isn&#8217;t that they are the last ones trying to leave after having dawdled too long, but instead that it is truly impossible to leave and they are simply the ones who have survived the longest on a cyclical journey through the ruined city.</p>
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		<title>By: Lissa</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-42256</link>
		<dc:creator>Lissa</dc:creator>
		<pubDate>Wed, 13 May 2009 11:22:40 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-42256</guid>
		<description>Schwa?  But survival is just rush after rush of zomblies, without any context.  The campaign, at least, has some continuity.</description>
		<content:encoded><![CDATA[<p>Schwa?  But survival is just rush after rush of zomblies, without any context.  The campaign, at least, has some continuity.</p>
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		<title>By: Infovore &#187; links for May 12th</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-42229</link>
		<dc:creator>Infovore &#187; links for May 12th</dc:creator>
		<pubDate>Wed, 13 May 2009 00:01:05 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-42229</guid>
		<description>[...] Ludus Novus &#187; Blog Archive &#187; Left 4 Godot &quot;&#8230;there&#8217;s no real hope for the Survivors. Each trip through a campaign is different, but it begins with them knee-deep in the undead, and ends with them escaping to an uncertain future. We never see the Survivors truly safe. Between chapters, they rest in Safe Rooms, but they can&#8217;t hide there forever. Most unsettlingly, there are signs that the Survivors themselves remember doing all this before.&quot; Francis, incidentally, hates Beckett. (tags: left4dead beckett narrative repetition games story ) [...]</description>
		<content:encoded><![CDATA[<p>[...] Ludus Novus &raquo; Blog Archive &raquo; Left 4 Godot &quot;&#8230;there&rsquo;s no real hope for the Survivors. Each trip through a campaign is different, but it begins with them knee-deep in the undead, and ends with them escaping to an uncertain future. We never see the Survivors truly safe. Between chapters, they rest in Safe Rooms, but they can&rsquo;t hide there forever. Most unsettlingly, there are signs that the Survivors themselves remember doing all this before.&quot; Francis, incidentally, hates Beckett. (tags: left4dead beckett narrative repetition games story ) [...]</p>
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		<title>By: Maher Sagrillo</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-42212</link>
		<dc:creator>Maher Sagrillo</dc:creator>
		<pubDate>Tue, 12 May 2009 17:58:39 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-42212</guid>
		<description>YES. I really love L4D, though I think the campaign is worse than survival and versus though.</description>
		<content:encoded><![CDATA[<p>YES. I really love L4D, though I think the campaign is worse than survival and versus though.</p>
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		<title>By: Gregory Weir</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-42208</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Tue, 12 May 2009 16:05:21 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-42208</guid>
		<description>Yes, Samuel Beckett, not William. o_o What was I thinking?  I&#039;ve fixed it.  Thanks.</description>
		<content:encoded><![CDATA[<p>Yes, Samuel Beckett, not William. o_o What was I thinking?  I&#8217;ve fixed it.  Thanks.</p>
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		<title>By: Maxim</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-42206</link>
		<dc:creator>Maxim</dc:creator>
		<pubDate>Tue, 12 May 2009 15:01:19 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-42206</guid>
		<description>Wow! That was cool ^^
I played L4D ones or twice but I just thought it to be the usual zombie shooting game (which it is). But I never questioned the endless repeating. 
I heard of the Godot play before and I found it intriguing how you connected them both. 
Also the fact that the special zombies refer to nowadays &#039;sins&#039; would never have crossed my mind, but now that you made the connection it sounds really logical.

Thanks! Cool review/thingy ^^</description>
		<content:encoded><![CDATA[<p>Wow! That was cool ^^<br />
I played L4D ones or twice but I just thought it to be the usual zombie shooting game (which it is). But I never questioned the endless repeating.<br />
I heard of the Godot play before and I found it intriguing how you connected them both.<br />
Also the fact that the special zombies refer to nowadays &#8216;sins&#8217; would never have crossed my mind, but now that you made the connection it sounds really logical.</p>
<p>Thanks! Cool review/thingy ^^</p>
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		<title>By: Malefact</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-42201</link>
		<dc:creator>Malefact</dc:creator>
		<pubDate>Tue, 12 May 2009 12:30:24 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-42201</guid>
		<description>I really like the comparison you make between Left 4 Dead and Waiting for Godot, especially because I always get a kick when artists play with the idea that characters within their work might be, if only fleetingly, aware of the artificial way in which they&#039;re forced to play out a pre-defined role within a pre-defined scenario.

Still, I don&#039;t think there&#039;s that much in L4D to merit such a cool interpretation, at least as far as characterisation is concerned. What does strike me as interesting is the effect the random and scaling elements within Left 4 Dead have on your experience of the game. Because it&#039;s very difficult to &#039;master&#039; the title in the same way that you might master, say, Super Mario Bros, you get the sense that you&#039;re not in control of the action, but merely reacting to it as best you can. The fact that you work in a team further reduces your belief in the individual agency of your character to have any impact on the larger game world. 

Mind you, as far as metatheatre goes, I&#039;d reckon a crossover like Rosencrantz and Guildenstern are Left 4 Dead would make for a more interesting title, heh.</description>
		<content:encoded><![CDATA[<p>I really like the comparison you make between Left 4 Dead and Waiting for Godot, especially because I always get a kick when artists play with the idea that characters within their work might be, if only fleetingly, aware of the artificial way in which they&#8217;re forced to play out a pre-defined role within a pre-defined scenario.</p>
<p>Still, I don&#8217;t think there&#8217;s that much in L4D to merit such a cool interpretation, at least as far as characterisation is concerned. What does strike me as interesting is the effect the random and scaling elements within Left 4 Dead have on your experience of the game. Because it&#8217;s very difficult to &#8216;master&#8217; the title in the same way that you might master, say, Super Mario Bros, you get the sense that you&#8217;re not in control of the action, but merely reacting to it as best you can. The fact that you work in a team further reduces your belief in the individual agency of your character to have any impact on the larger game world. </p>
<p>Mind you, as far as metatheatre goes, I&#8217;d reckon a crossover like Rosencrantz and Guildenstern are Left 4 Dead would make for a more interesting title, heh.</p>
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		<title>By: increpare</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-42200</link>
		<dc:creator>increpare</dc:creator>
		<pubDate>Tue, 12 May 2009 12:04:17 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-42200</guid>
		<description>samuel?</description>
		<content:encoded><![CDATA[<p>samuel?</p>
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		<title>By: Jazmeister</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-42191</link>
		<dc:creator>Jazmeister</dc:creator>
		<pubDate>Tue, 12 May 2009 08:30:09 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-42191</guid>
		<description>Interesting points all. I only played the freebie L4D so far, so I got to tour No Mercy and play as infected in Dead Air, but that&#039;s about it. I love Valve&#039;s storytelling technique, and especially the chatter, but yeah, it does seem a little like the Zombie Apocalypse with Respawn. I thought that maybe the four characters represent a broader range of survivors, and their friendship and camaraderie represents a similar bond between wider groups of people (or just different people). It&#039;d be nice to have different characters, although only superficially.</description>
		<content:encoded><![CDATA[<p>Interesting points all. I only played the freebie L4D so far, so I got to tour No Mercy and play as infected in Dead Air, but that&#8217;s about it. I love Valve&#8217;s storytelling technique, and especially the chatter, but yeah, it does seem a little like the Zombie Apocalypse with Respawn. I thought that maybe the four characters represent a broader range of survivors, and their friendship and camaraderie represents a similar bond between wider groups of people (or just different people). It&#8217;d be nice to have different characters, although only superficially.</p>
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		<title>By: Zomblies!</title>
		<link>http://ludusnovus.net/2009/05/11/left-4-godot/comment-page-1/#comment-42178</link>
		<dc:creator>Zomblies!</dc:creator>
		<pubDate>Tue, 12 May 2009 03:03:59 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=447#comment-42178</guid>
		<description>[...] went artsy with his Left 4 Dead review, but art aside, I&#8217;ve got to be [...]</description>
		<content:encoded><![CDATA[<p>[...] went artsy with his Left 4 Dead review, but art aside, I&#8217;ve got to be [...]</p>
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