<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: The Humble and Valiant (ie. Filthy Rich/Powerful) Hero</title>
	<atom:link href="http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/</link>
	<description>in search of the poetic and lyrical in video games</description>
	<lastBuildDate>Thu, 26 Jan 2012 06:29:55 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3</generator>
	<item>
		<title>By: Stephen</title>
		<link>http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/comment-page-1/#comment-119571</link>
		<dc:creator>Stephen</dc:creator>
		<pubDate>Mon, 06 Dec 2010 20:13:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.artfulgamer.com/?p=603#comment-119571</guid>
		<description>Hello!
  I&#039;ve just discovered your articles, and I&#039;m delighted to find a reasonable voice about these kinds of topics.  Needless to say that I foresee many hours being forfeit to your site!
  I have to say that dilemma of a moral code in traditional RPGs has long puzzled me- not only is there an epidemic of pseudo-humility in these games, but many of the games listed above break morality into the accumulation of bite-size decisions- for instance, one is good by choosing good things 99% of the time.  Most of the above games disregard the ideas that 1) morality is relative and 2) a single bad action can outweigh a thousand good actions.  Few people would say a man who spends 29 days a month being a great guy and the other day molesting children is only 1/30th of a bad guy, but most video games forward just such a breakdown.
  I think that this polarized, incomplete morality system could be fixed if the games which call themselves RPGs became less about bar-filling and hoarding and more about playing roles.  The most important thing to making a realistic character is not to make that character consistently good or consistently evil, but to make it consistent within itself.  If rewards were based on maintaining a consistent role in relation to the world, and not to how many heads you can smash or puzzles you can solve, then you would actually be playing a role.  This way, if your character is going around telling NPCs how removed he is from the material world and yet still loots every corpse he comes across, the game will penalize the player for inconsistency.
  There are some faults with such a basic version of the system, but with only a little math and some basic logic you can create a structure which monitors the PCs moves in relation to each other, and not in relation to how badly the king wants his daughter back- that&#039;s when real role playing will be back, and not the &quot;roll playing&quot; that most gamers engage in nowadays.
Thanks for the food for thought!  Can&#039;t wait to keep reading!
Stephen</description>
		<content:encoded><![CDATA[<p>Hello!<br />
  I&#8217;ve just discovered your articles, and I&#8217;m delighted to find a reasonable voice about these kinds of topics.  Needless to say that I foresee many hours being forfeit to your site!<br />
  I have to say that dilemma of a moral code in traditional RPGs has long puzzled me- not only is there an epidemic of pseudo-humility in these games, but many of the games listed above break morality into the accumulation of bite-size decisions- for instance, one is good by choosing good things 99% of the time.  Most of the above games disregard the ideas that 1) morality is relative and 2) a single bad action can outweigh a thousand good actions.  Few people would say a man who spends 29 days a month being a great guy and the other day molesting children is only 1/30th of a bad guy, but most video games forward just such a breakdown.<br />
  I think that this polarized, incomplete morality system could be fixed if the games which call themselves RPGs became less about bar-filling and hoarding and more about playing roles.  The most important thing to making a realistic character is not to make that character consistently good or consistently evil, but to make it consistent within itself.  If rewards were based on maintaining a consistent role in relation to the world, and not to how many heads you can smash or puzzles you can solve, then you would actually be playing a role.  This way, if your character is going around telling NPCs how removed he is from the material world and yet still loots every corpse he comes across, the game will penalize the player for inconsistency.<br />
  There are some faults with such a basic version of the system, but with only a little math and some basic logic you can create a structure which monitors the PCs moves in relation to each other, and not in relation to how badly the king wants his daughter back- that&#8217;s when real role playing will be back, and not the &#8220;roll playing&#8221; that most gamers engage in nowadays.<br />
Thanks for the food for thought!  Can&#8217;t wait to keep reading!<br />
Stephen</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: UnclGhost</title>
		<link>http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/comment-page-1/#comment-91257</link>
		<dc:creator>UnclGhost</dc:creator>
		<pubDate>Sun, 22 Aug 2010 05:01:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.artfulgamer.com/?p=603#comment-91257</guid>
		<description>Great observations. When I was playing KOTOR for the first time, it occurred to me that my character, who was about as Neutral Good as you can get and went around giving handouts to every beggar, paying off debts for every NPC, etc., was simultaneously out of character in spending 11,000 of the party&#039;s credits for Cassus Fett&#039;s armor, running around looting everything, etc. It&#039;s sort of funny how the game acknowledges this by having a terrified family whose apartment you&#039;re raiding on Taris in the first game and an indignant guy in the second game--but somehow the lack of dark side points for either made me rethink the whole thing. There&#039;s even a part in the second game where the original owner of your ship comes along and asks for it back since it was originally stolen from him. Whatever your character decides, you don&#039;t gain/lose morality, and you get to keep the ship in the end anyway.</description>
		<content:encoded><![CDATA[<p>Great observations. When I was playing KOTOR for the first time, it occurred to me that my character, who was about as Neutral Good as you can get and went around giving handouts to every beggar, paying off debts for every NPC, etc., was simultaneously out of character in spending 11,000 of the party&#8217;s credits for Cassus Fett&#8217;s armor, running around looting everything, etc. It&#8217;s sort of funny how the game acknowledges this by having a terrified family whose apartment you&#8217;re raiding on Taris in the first game and an indignant guy in the second game&#8211;but somehow the lack of dark side points for either made me rethink the whole thing. There&#8217;s even a part in the second game where the original owner of your ship comes along and asks for it back since it was originally stolen from him. Whatever your character decides, you don&#8217;t gain/lose morality, and you get to keep the ship in the end anyway.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: chris</title>
		<link>http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/comment-page-1/#comment-79853</link>
		<dc:creator>chris</dc:creator>
		<pubDate>Sun, 04 Jul 2010 15:04:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.artfulgamer.com/?p=603#comment-79853</guid>
		<description>Yep.</description>
		<content:encoded><![CDATA[<p>Yep.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ghost4</title>
		<link>http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/comment-page-1/#comment-79817</link>
		<dc:creator>ghost4</dc:creator>
		<pubDate>Sun, 04 Jul 2010 11:05:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.artfulgamer.com/?p=603#comment-79817</guid>
		<description>So you&#039;re angry because a game&#039;s hero collects tons of weapons and uses them to kill the Big Bad so that the world is once more safe. Because this somehow isn&#039;t moral righteousness, it&#039;s just an &quot;adolescent power fantasy.&quot;

Do you even live in the real world?</description>
		<content:encoded><![CDATA[<p>So you&#8217;re angry because a game&#8217;s hero collects tons of weapons and uses them to kill the Big Bad so that the world is once more safe. Because this somehow isn&#8217;t moral righteousness, it&#8217;s just an &#8220;adolescent power fantasy.&#8221;</p>
<p>Do you even live in the real world?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: chris</title>
		<link>http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/comment-page-1/#comment-56280</link>
		<dc:creator>chris</dc:creator>
		<pubDate>Mon, 01 Mar 2010 04:05:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.artfulgamer.com/?p=603#comment-56280</guid>
		<description>Hi Nsae,

Thanks for the reply! I&#039;ll reply myself on your site :) Sorry for the late response.</description>
		<content:encoded><![CDATA[<p>Hi Nsae,</p>
<p>Thanks for the reply! I&#8217;ll reply myself on your site <img src='http://www.artfulgamer.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Sorry for the late response.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Nsae</title>
		<link>http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/comment-page-1/#comment-55753</link>
		<dc:creator>Nsae</dc:creator>
		<pubDate>Fri, 19 Feb 2010 16:41:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.artfulgamer.com/?p=603#comment-55753</guid>
		<description>Sorry for the some kind of spam, but I think the theme, this poste touches, is a very important one, not only for games, but for fantasy as a whole, because in the end, fantasy is what matters, that is what a game is trying to inspire, fantasy which makes a gameplay intresting enough to learn and master it, even if it is just the simple fantasy &quot;I want this, and want to hit this!&quot;, but &quot;I want&quot; implies some limitations, e.g. the controles, or something else, and by this obstacle you ignite your fantasy, to get past this obstacle and master it, and thus reach the inspired fantasy... thus here is my spam and thoughts spelled out in other words (it is shorter as my first posted link):
http://nsae.blogspot.com/2010/02/quest.html

And thank you again for this kind of thoughts of yours and as well as for the exchange of thoughts!
Yours Nsae</description>
		<content:encoded><![CDATA[<p>Sorry for the some kind of spam, but I think the theme, this poste touches, is a very important one, not only for games, but for fantasy as a whole, because in the end, fantasy is what matters, that is what a game is trying to inspire, fantasy which makes a gameplay intresting enough to learn and master it, even if it is just the simple fantasy &#8220;I want this, and want to hit this!&#8221;, but &#8220;I want&#8221; implies some limitations, e.g. the controles, or something else, and by this obstacle you ignite your fantasy, to get past this obstacle and master it, and thus reach the inspired fantasy&#8230; thus here is my spam and thoughts spelled out in other words (it is shorter as my first posted link):<br />
<a href="http://nsae.blogspot.com/2010/02/quest.html" rel="nofollow">http://nsae.blogspot.com/2010/02/quest.html</a></p>
<p>And thank you again for this kind of thoughts of yours and as well as for the exchange of thoughts!<br />
Yours Nsae</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: gnome</title>
		<link>http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/comment-page-1/#comment-53792</link>
		<dc:creator>gnome</dc:creator>
		<pubDate>Wed, 13 Jan 2010 12:37:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.artfulgamer.com/?p=603#comment-53792</guid>
		<description>I know I&#039;m off topic, but just dropped in to wish you a happy 2010 my dear friend! Cheers!</description>
		<content:encoded><![CDATA[<p>I know I&#8217;m off topic, but just dropped in to wish you a happy 2010 my dear friend! Cheers!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Zhou Xuanming</title>
		<link>http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/comment-page-1/#comment-53222</link>
		<dc:creator>Zhou Xuanming</dc:creator>
		<pubDate>Thu, 31 Dec 2009 09:10:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.artfulgamer.com/?p=603#comment-53222</guid>
		<description>Thank you for the interesting article!  Exploiting morality and conversation options in games have been happening for as long as stories have been told in games, but only recently have we been really aware of the hypocritical nature of it all. :)

As Nsae mentioned, Quantic Dream has always been very narrative-focused in their games and pays a lot more attention to minute details in the realistic presentation of a story.  It wasn&#039;t that apparent to me in Indigo Prophecy/Farenheit (besides the 3 alternate endings), but according to their press releases, Heavy Rain will definitely see player decisions make a difference in the narrative outcome.  I quote David Cage, designer of Heavy Rain, &quot;I developed this technique I call &quot;banding stories&quot;, that is about considering my story like a rubber band that the player can stretch and deform based on his actions. So the story&#039;s always there, the rubber band is still the same, but you can change its shape and length based on what you do.&quot; (Source: http://archive.videogamesdaily.com/features/heavy-rain-david-cage-interview-p1.asp)

Besides the morality decisions that truly influence the game, something that disturbs me more is the binary nature of it all.  You can been good or evil, paragon or renegade, or everything in between on the continuum, but based on who&#039;s judgment?  I believe executing a murderer is the best way to protect future victims, but letting him go may be the one that bags me a higher morality score.  Bioware attempted to address this problem in Dragon Age: Origins by removing the morality bar and having each of your actions judged by individual party members who may agree, disagree or remain neutral to different extents depending on their beliefs.  David Gaider, writer of DA:O, mentioned that removing the bar &quot;allowed us to have different options for the quests and the dialogue, but we don&#039;t need to always have &quot;evil&quot; and &quot;good.&quot; We are allowed to put in options that are just logical. They can be very different. You can think there&#039;s a good reason to do all of them. They can be a little in the gray area.&quot; (Source: http://www.gamasutra.com/view/feature/4045/the_story_thing_biowares_david_.php?page=2)

Just some thoughts. :)</description>
		<content:encoded><![CDATA[<p>Thank you for the interesting article!  Exploiting morality and conversation options in games have been happening for as long as stories have been told in games, but only recently have we been really aware of the hypocritical nature of it all. <img src='http://www.artfulgamer.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>As Nsae mentioned, Quantic Dream has always been very narrative-focused in their games and pays a lot more attention to minute details in the realistic presentation of a story.  It wasn&#8217;t that apparent to me in Indigo Prophecy/Farenheit (besides the 3 alternate endings), but according to their press releases, Heavy Rain will definitely see player decisions make a difference in the narrative outcome.  I quote David Cage, designer of Heavy Rain, &#8220;I developed this technique I call &#8220;banding stories&#8221;, that is about considering my story like a rubber band that the player can stretch and deform based on his actions. So the story&#8217;s always there, the rubber band is still the same, but you can change its shape and length based on what you do.&#8221; (Source: <a href="http://archive.videogamesdaily.com/features/heavy-rain-david-cage-interview-p1.asp" rel="nofollow">http://archive.videogamesdaily.com/features/heavy-rain-david-cage-interview-p1.asp</a>)</p>
<p>Besides the morality decisions that truly influence the game, something that disturbs me more is the binary nature of it all.  You can been good or evil, paragon or renegade, or everything in between on the continuum, but based on who&#8217;s judgment?  I believe executing a murderer is the best way to protect future victims, but letting him go may be the one that bags me a higher morality score.  Bioware attempted to address this problem in Dragon Age: Origins by removing the morality bar and having each of your actions judged by individual party members who may agree, disagree or remain neutral to different extents depending on their beliefs.  David Gaider, writer of DA:O, mentioned that removing the bar &#8220;allowed us to have different options for the quests and the dialogue, but we don&#8217;t need to always have &#8220;evil&#8221; and &#8220;good.&#8221; We are allowed to put in options that are just logical. They can be very different. You can think there&#8217;s a good reason to do all of them. They can be a little in the gray area.&#8221; (Source: <a href="http://www.gamasutra.com/view/feature/4045/the_story_thing_biowares_david_.php?page=2" rel="nofollow">http://www.gamasutra.com/view/feature/4045/the_story_thing_biowares_david_.php?page=2</a>)</p>
<p>Just some thoughts. <img src='http://www.artfulgamer.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Nsae</title>
		<link>http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/comment-page-1/#comment-52058</link>
		<dc:creator>Nsae</dc:creator>
		<pubDate>Mon, 07 Dec 2009 19:05:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.artfulgamer.com/?p=603#comment-52058</guid>
		<description>So, now the rest of my comment.

The Conan thought is EXACTLY why I stopped playing Fallout 3, this summer, too often I encounter this feel also in the last years.
And even though I never played through Ultima IV, the spirit of this game is always there in my mind, when playing RPGs or thinking about moral choices.

And after playing Kotor, I realy was disappointed by Mass Effect, it was a medium fun game, with a good to great setting, but with poor battle, and espacially poor choices, even though it had its moments.

And after reading the spoilers of Planscape Torment, I finally know why it is that much praised, no one managed to explain it until now to me. BUT now, I definitely have to play it!!!! (Thanks, thus reading spoilers is not always a bad thing *g)

I wanted to add to this discussion also two games I think are really worth mentioning.
First Fahrenheit/Indigo Prophecy, which is not a RPG, BUT I have never played a game, where choices where that free, but still with importance for the plot, and with deep consequences.
To explain that, two examples from the game:

First: a policeman is knocking on your flats door, you have killed someone the previous night, everywhere blood, you just woke up. No menu where you can choose between good or bad. Only a lot of choices: do I answer the door? Do I cover the bed? Damn! Wait, my hand is full blood? Doesn’t matter I can talk me out of that, hopefully? Shit, where are the door keys? The policeman is hammering on the door louder and louder. etc...
&gt;&gt;Here you have an open set of choices, with no clear line what to do, and if you do not wash your hands, he really asks you why you have blood tainted hands, and you have to respond logically, or withstand an inspection of your flat, thus you should have used the time for cleaning your flat, rather than washing your hands...

Second example:
The police are looking for you, and you cross the path of a policeman in the park.
At the same time a child is falling in the frozen pond. Quick reaction is needed; do you hide, or help the child? BUT the policeman sees you because you hasitated, and you begin to run, catch the boy, and the policeman lets you run, because you saved the child. etc.

&gt;&gt;Fahrenheit/Indigo Prophecy relies much more on intuition, rather than clear decisions, and lets you play how you handle your reaction, thus you probably performe mistakes, and than have to cope with its consequences, rather than saying that it was good or bad. A completely different level of interaction, just genius stuff. Some genius of programmer once said, that you have to feel free, make your meaningful choices, but still be led by the plot the programmer provides. That is something Fahrenheit/Indigo Prophecy does. Thus expect impressive things from Heavy Rain!!!
http://www.youtube.com/watch?v=BJ_A2Tpz2UM

And the second game I want to introduce is a game called The Void/Tension. I haven’t played it yet, but I will for Christmas.
Even though I haven’t played it, it builds a lot on philosophical questions, even though I do not know how much on decisions. The problem is, it seems, that the English (its Russian) version has no voice, thus there is no good video I could link here. But look out for it, because it is probably a very atmospheric philosophical game, in the school of ICO &amp; co., even though the art style is completely different.
But still, maybe this gives you an impression:
http://www.youtube.com/watch?v=m402AQQ8Dfw&amp;feature=related


Even though both games are (action) adventures, thay are very much connected to your (game) character.


I will finish, by saying, that Heavy Rain will show the future, of choices and their impacts on characters.

Yours
Nsae</description>
		<content:encoded><![CDATA[<p>So, now the rest of my comment.</p>
<p>The Conan thought is EXACTLY why I stopped playing Fallout 3, this summer, too often I encounter this feel also in the last years.<br />
And even though I never played through Ultima IV, the spirit of this game is always there in my mind, when playing RPGs or thinking about moral choices.</p>
<p>And after playing Kotor, I realy was disappointed by Mass Effect, it was a medium fun game, with a good to great setting, but with poor battle, and espacially poor choices, even though it had its moments.</p>
<p>And after reading the spoilers of Planscape Torment, I finally know why it is that much praised, no one managed to explain it until now to me. BUT now, I definitely have to play it!!!! (Thanks, thus reading spoilers is not always a bad thing *g)</p>
<p>I wanted to add to this discussion also two games I think are really worth mentioning.<br />
First Fahrenheit/Indigo Prophecy, which is not a RPG, BUT I have never played a game, where choices where that free, but still with importance for the plot, and with deep consequences.<br />
To explain that, two examples from the game:</p>
<p>First: a policeman is knocking on your flats door, you have killed someone the previous night, everywhere blood, you just woke up. No menu where you can choose between good or bad. Only a lot of choices: do I answer the door? Do I cover the bed? Damn! Wait, my hand is full blood? Doesn’t matter I can talk me out of that, hopefully? Shit, where are the door keys? The policeman is hammering on the door louder and louder. etc&#8230;<br />
&gt;&gt;Here you have an open set of choices, with no clear line what to do, and if you do not wash your hands, he really asks you why you have blood tainted hands, and you have to respond logically, or withstand an inspection of your flat, thus you should have used the time for cleaning your flat, rather than washing your hands&#8230;</p>
<p>Second example:<br />
The police are looking for you, and you cross the path of a policeman in the park.<br />
At the same time a child is falling in the frozen pond. Quick reaction is needed; do you hide, or help the child? BUT the policeman sees you because you hasitated, and you begin to run, catch the boy, and the policeman lets you run, because you saved the child. etc.</p>
<p>&gt;&gt;Fahrenheit/Indigo Prophecy relies much more on intuition, rather than clear decisions, and lets you play how you handle your reaction, thus you probably performe mistakes, and than have to cope with its consequences, rather than saying that it was good or bad. A completely different level of interaction, just genius stuff. Some genius of programmer once said, that you have to feel free, make your meaningful choices, but still be led by the plot the programmer provides. That is something Fahrenheit/Indigo Prophecy does. Thus expect impressive things from Heavy Rain!!!<br />
<a href="http://www.youtube.com/watch?v=BJ_A2Tpz2UM" rel="nofollow">http://www.youtube.com/watch?v=BJ_A2Tpz2UM</a></p>
<p>And the second game I want to introduce is a game called The Void/Tension. I haven’t played it yet, but I will for Christmas.<br />
Even though I haven’t played it, it builds a lot on philosophical questions, even though I do not know how much on decisions. The problem is, it seems, that the English (its Russian) version has no voice, thus there is no good video I could link here. But look out for it, because it is probably a very atmospheric philosophical game, in the school of ICO &amp; co., even though the art style is completely different.<br />
But still, maybe this gives you an impression:<br />
<a href="http://www.youtube.com/watch?v=m402AQQ8Dfw&#038;feature=related" rel="nofollow">http://www.youtube.com/watch?v=m402AQQ8Dfw&#038;feature=related</a></p>
<p>Even though both games are (action) adventures, thay are very much connected to your (game) character.</p>
<p>I will finish, by saying, that Heavy Rain will show the future, of choices and their impacts on characters.</p>
<p>Yours<br />
Nsae</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Nsae</title>
		<link>http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/comment-page-1/#comment-52022</link>
		<dc:creator>Nsae</dc:creator>
		<pubDate>Sun, 06 Dec 2009 20:16:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.artfulgamer.com/?p=603#comment-52022</guid>
		<description>Thus provocating mistakes/errors in your style of playing, and forceing you to cope with them, is maybe more interesting, than teaching, or simply leting you play your way.
(But for this you need also strong emotions, to motivate the gamer to do about his/her mistakes, and not only play along, or give up the disappointing game)</description>
		<content:encoded><![CDATA[<p>Thus provocating mistakes/errors in your style of playing, and forceing you to cope with them, is maybe more interesting, than teaching, or simply leting you play your way.<br />
(But for this you need also strong emotions, to motivate the gamer to do about his/her mistakes, and not only play along, or give up the disappointing game)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Nsae</title>
		<link>http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/comment-page-1/#comment-52021</link>
		<dc:creator>Nsae</dc:creator>
		<pubDate>Sun, 06 Dec 2009 20:12:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.artfulgamer.com/?p=603#comment-52021</guid>
		<description>I do not know if it fits 100%.
But here is a link to my experiences, after playing Fable 2.
I didn&#039;t include any explanation, but if there is some interest, I am eager to explain, what I wanted to point out.

But still, I want to try to summarize it:
It’s about, how we handle mistakes in games, especially for do-gooders.
And thus it is maybe an inspiration, how a programmer could evoke such fantasies or even expressions/actions in the game, which could follow out of the reaction of the gamer to mistakes, and could even have an impact on the game, rather than teaching consequences like &quot;Choose that, and you will get that&quot;, but rather &quot;Lets look how you handle your choice&quot;. Because life also doesn’t say, what is wrong and what is right.


&quot;A fables tale!&quot;
http://nsae-shortstories.blogspot.com/2009/12/fables-tale.html

PS: Right now I have spares time, to read all your great entries, the topic is very interesting, and I will probaly also give some inputs, and comments, and maybe also answer the open questions of my entry in that go.
Boldly go on with the inspiring inputs! Thanks.

Yours
Nsae</description>
		<content:encoded><![CDATA[<p>I do not know if it fits 100%.<br />
But here is a link to my experiences, after playing Fable 2.<br />
I didn&#8217;t include any explanation, but if there is some interest, I am eager to explain, what I wanted to point out.</p>
<p>But still, I want to try to summarize it:<br />
It’s about, how we handle mistakes in games, especially for do-gooders.<br />
And thus it is maybe an inspiration, how a programmer could evoke such fantasies or even expressions/actions in the game, which could follow out of the reaction of the gamer to mistakes, and could even have an impact on the game, rather than teaching consequences like &#8220;Choose that, and you will get that&#8221;, but rather &#8220;Lets look how you handle your choice&#8221;. Because life also doesn’t say, what is wrong and what is right.</p>
<p>&#8220;A fables tale!&#8221;<br />
<a href="http://nsae-shortstories.blogspot.com/2009/12/fables-tale.html" rel="nofollow">http://nsae-shortstories.blogspot.com/2009/12/fables-tale.html</a></p>
<p>PS: Right now I have spares time, to read all your great entries, the topic is very interesting, and I will probaly also give some inputs, and comments, and maybe also answer the open questions of my entry in that go.<br />
Boldly go on with the inspiring inputs! Thanks.</p>
<p>Yours<br />
Nsae</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: guttertalk</title>
		<link>http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/comment-page-1/#comment-51794</link>
		<dc:creator>guttertalk</dc:creator>
		<pubDate>Tue, 01 Dec 2009 03:55:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.artfulgamer.com/?p=603#comment-51794</guid>
		<description>Would a game with no statistical outcomes be interesting to play? 

I&#039;m curious how many people played ME or even KotOR to build the character. It was fun for a while, but I think most people played it for the story. It sure wasn&#039;t for the combat.


Still, I think it&#039;s possible to work within the traditional RPG framework and still move it to a richer, deeper experience. I think a full commercial game probably isn&#039;t feasible, Andrew. But there are other means, maybe for an independent dev. 

Heck, let&#039;s dig out our Neverwinter Night editors and develop our ideas. :)</description>
		<content:encoded><![CDATA[<p>Would a game with no statistical outcomes be interesting to play? </p>
<p>I&#8217;m curious how many people played ME or even KotOR to build the character. It was fun for a while, but I think most people played it for the story. It sure wasn&#8217;t for the combat.</p>
<p>Still, I think it&#8217;s possible to work within the traditional RPG framework and still move it to a richer, deeper experience. I think a full commercial game probably isn&#8217;t feasible, Andrew. But there are other means, maybe for an independent dev. </p>
<p>Heck, let&#8217;s dig out our Neverwinter Night editors and develop our ideas. <img src='http://www.artfulgamer.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Andrew</title>
		<link>http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/comment-page-1/#comment-51787</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Tue, 01 Dec 2009 00:32:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.artfulgamer.com/?p=603#comment-51787</guid>
		<description>Back @ Chris

99% of games aren&#039;t built and marketed towards thirtysomething guys looking for a commentary on the human condition. The idea of &#039;mature&#039; games is still a weak, fledgling thing, and given the costs of commerical game development, it&#039;s likely that we&#039;re not going to see another watershed moment like Planescape for some time. I think maybe the key is to adjust your expectations a bit :-) 

And to sound overly confrontational; I&#039;d have to question pulling either ICO or Shadow into the discussion. Both are wonderful games, to be sure, but both are not in any sense RPG&#039;s. They&#039;re able to present a enagaing minimalist story because they have the freedom of excluding player choice from the narrative.  

As morally questionable as it is to go around stabbing collossi in your vaguely defined quest, you don&#039;t have a choice in the matter. You either pick up your sword and murder a seven story golem or you play Uncharted 2. Bioware&#039;s naughty/nice options are pure cliche; that&#039;s inarguable. But the attempt is made for the player to make the choice of which they&#039;ll be, as caricatured as it is. 

I think it was Warren Spector who made a comment in a interview some foggy time in the past that he was terrified of the growing expectation of gamers that they&#039;d have unlimited choice within games because it made telling a story within the framework of a game nightmarish. 

I&#039;d also say that a chunk of this problem is not purely laid at the foot of power fantasy game design. Game mechanics simply do not have a way to judge intent. You can save an NPC (+5 Karma!) only to immediately commit atrocities on that same NPC (-5 Karma!) to end up &quot;neutral&quot; because the game simply isn&#039;t smart enough to figure out that you&#039;re being a sadistic prick.</description>
		<content:encoded><![CDATA[<p>Back @ Chris</p>
<p>99% of games aren&#8217;t built and marketed towards thirtysomething guys looking for a commentary on the human condition. The idea of &#8216;mature&#8217; games is still a weak, fledgling thing, and given the costs of commerical game development, it&#8217;s likely that we&#8217;re not going to see another watershed moment like Planescape for some time. I think maybe the key is to adjust your expectations a bit <img src='http://www.artfulgamer.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  </p>
<p>And to sound overly confrontational; I&#8217;d have to question pulling either ICO or Shadow into the discussion. Both are wonderful games, to be sure, but both are not in any sense RPG&#8217;s. They&#8217;re able to present a enagaing minimalist story because they have the freedom of excluding player choice from the narrative.  </p>
<p>As morally questionable as it is to go around stabbing collossi in your vaguely defined quest, you don&#8217;t have a choice in the matter. You either pick up your sword and murder a seven story golem or you play Uncharted 2. Bioware&#8217;s naughty/nice options are pure cliche; that&#8217;s inarguable. But the attempt is made for the player to make the choice of which they&#8217;ll be, as caricatured as it is. </p>
<p>I think it was Warren Spector who made a comment in a interview some foggy time in the past that he was terrified of the growing expectation of gamers that they&#8217;d have unlimited choice within games because it made telling a story within the framework of a game nightmarish. </p>
<p>I&#8217;d also say that a chunk of this problem is not purely laid at the foot of power fantasy game design. Game mechanics simply do not have a way to judge intent. You can save an NPC (+5 Karma!) only to immediately commit atrocities on that same NPC (-5 Karma!) to end up &#8220;neutral&#8221; because the game simply isn&#8217;t smart enough to figure out that you&#8217;re being a sadistic prick.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: chris</title>
		<link>http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/comment-page-1/#comment-51744</link>
		<dc:creator>chris</dc:creator>
		<pubDate>Sun, 29 Nov 2009 22:08:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.artfulgamer.com/?p=603#comment-51744</guid>
		<description>Thanks for the response Mellytan. I can&#039;t believe that I neglected SoTC/Ico (!!) - thanks for bringing them up! They&#039;re both wonderful examples of games that pull off a spiritual quest without presenting obvious moral dilemmas to the player. Both games seem to be organized around morality/spirituality (resurrecting one&#039;s beloved, and saving a total stranger at any cost to oneself or the world) yet don&#039;t beat the player to death with the idea. I like the idea that they operate at a deeper, less conscious, level of morality than the typical BioWare offerings. They&#039;re a different kind of game for sure, but the (heh) &quot;be nice or naughty&quot; options always come off a bit hackneyed to me. I was honestly moved at the end of Ico (which I recently finished), and felt like Ico had &quot;grown&quot;.. just a little.. compared to the boy he was at the beginning of the game. That&#039;s not something I see in most games.</description>
		<content:encoded><![CDATA[<p>Thanks for the response Mellytan. I can&#8217;t believe that I neglected SoTC/Ico (!!) &#8211; thanks for bringing them up! They&#8217;re both wonderful examples of games that pull off a spiritual quest without presenting obvious moral dilemmas to the player. Both games seem to be organized around morality/spirituality (resurrecting one&#8217;s beloved, and saving a total stranger at any cost to oneself or the world) yet don&#8217;t beat the player to death with the idea. I like the idea that they operate at a deeper, less conscious, level of morality than the typical BioWare offerings. They&#8217;re a different kind of game for sure, but the (heh) &#8220;be nice or naughty&#8221; options always come off a bit hackneyed to me. I was honestly moved at the end of Ico (which I recently finished), and felt like Ico had &#8220;grown&#8221;.. just a little.. compared to the boy he was at the beginning of the game. That&#8217;s not something I see in most games.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mellytan</title>
		<link>http://www.artfulgamer.com/2009/11/26/the-humble-and-valiant-ie-filthy-richpowerful-hero/comment-page-1/#comment-51740</link>
		<dc:creator>Mellytan</dc:creator>
		<pubDate>Sun, 29 Nov 2009 19:49:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.artfulgamer.com/?p=603#comment-51740</guid>
		<description>Great article.

&quot;Yet, days later, I feel like Conan the Barbarian, sitting on his throne at the end of the first film like a king who has done it all yet feels ultimately unfulfilled. This is when the spiritual hollowness of traditional RPGs grates at me.&quot;

I&#039;d always taken accruing enough gold in order to never worry about the cost of new items ever again to be a given when reaching the final part of a game, but never really thought of it in this light. I was focused on the righteousness of the &quot;I&#039;m saving the world!&quot; story aspect while ignoring the implications of my gameplay choices. It feels good to fill your virtual coffers to the brim and be able to slay anything that moves, but it&#039;s true that this sort of gameplay doesn&#039;t leave you with any feeling of self-discovery or growth when you come away from the game. There is something missing from an experience, virtual or real, when you don&#039;t come away from it with something.

Admittedly, I didn&#039;t read the spoilers since I&#039;m still bent on playing Planescape: Torent one day, but I would say that in games where the player can&#039;t really accrue/obtain/upgrade/etc any aspect of their avatar or game world, such as Ico or Shadow of the Colossus (to name a typical few), you get a completely different feeling. These games don&#039;t offer any moral choices to the gamer per se, but guess I&#039;d say that they offer a kind of experience and feeling that is missing from &quot;gotta catch/buy/kill &#039;em all&quot; quests or typical BioWare &quot;be nice or naughty&quot; RPGs, the kind that is closer to a &quot;spiritual quest&quot; than most games are today.</description>
		<content:encoded><![CDATA[<p>Great article.</p>
<p>&#8220;Yet, days later, I feel like Conan the Barbarian, sitting on his throne at the end of the first film like a king who has done it all yet feels ultimately unfulfilled. This is when the spiritual hollowness of traditional RPGs grates at me.&#8221;</p>
<p>I&#8217;d always taken accruing enough gold in order to never worry about the cost of new items ever again to be a given when reaching the final part of a game, but never really thought of it in this light. I was focused on the righteousness of the &#8220;I&#8217;m saving the world!&#8221; story aspect while ignoring the implications of my gameplay choices. It feels good to fill your virtual coffers to the brim and be able to slay anything that moves, but it&#8217;s true that this sort of gameplay doesn&#8217;t leave you with any feeling of self-discovery or growth when you come away from the game. There is something missing from an experience, virtual or real, when you don&#8217;t come away from it with something.</p>
<p>Admittedly, I didn&#8217;t read the spoilers since I&#8217;m still bent on playing Planescape: Torent one day, but I would say that in games where the player can&#8217;t really accrue/obtain/upgrade/etc any aspect of their avatar or game world, such as Ico or Shadow of the Colossus (to name a typical few), you get a completely different feeling. These games don&#8217;t offer any moral choices to the gamer per se, but guess I&#8217;d say that they offer a kind of experience and feeling that is missing from &#8220;gotta catch/buy/kill &#8216;em all&#8221; quests or typical BioWare &#8220;be nice or naughty&#8221; RPGs, the kind that is closer to a &#8220;spiritual quest&#8221; than most games are today.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

