<?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 real story</title>
	<atom:link href="http://lookspring.co.uk/the-real-story/feed" rel="self" type="application/rss+xml" />
	<link>http://lookspring.co.uk/the-real-story</link>
	<description>Videogames and things, by Margaret Robertson</description>
	<lastBuildDate>Tue, 31 Aug 2010 14:09:49 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0</generator>
	<item>
		<title>By: Lookspring &#187; Snapping point</title>
		<link>http://lookspring.co.uk/the-real-story/comment-page-1#comment-5381</link>
		<dc:creator>Lookspring &#187; Snapping point</dc:creator>
		<pubDate>Thu, 18 Dec 2008 10:02:56 +0000</pubDate>
		<guid isPermaLink="false">http://lookspring.co.uk/the-real-story#comment-5381</guid>
		<description>[...] ranted about both before, in magazines and conference halls and pubs and railway sidings and on the internet, so I&#8217;ll try and keep it brief, but come on. Really? Can&#8217;t we leave it behind? The last [...]</description>
		<content:encoded><![CDATA[<p>[...] ranted about both before, in magazines and conference halls and pubs and railway sidings and on the internet, so I&#8217;ll try and keep it brief, but come on. Really? Can&#8217;t we leave it behind? The last [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: DM Osbon</title>
		<link>http://lookspring.co.uk/the-real-story/comment-page-1#comment-3392</link>
		<dc:creator>DM Osbon</dc:creator>
		<pubDate>Tue, 10 Jun 2008 10:35:54 +0000</pubDate>
		<guid isPermaLink="false">http://lookspring.co.uk/the-real-story#comment-3392</guid>
		<description>http://sweetflag.wordpress.com/2008/06/10/trackback-tuesday-8/</description>
		<content:encoded><![CDATA[<p><a href="http://sweetflag.wordpress.com/2008/06/10/trackback-tuesday-8/" rel="nofollow">http://sweetflag.wordpress.com/2008/06/10/trackback-tuesday-8/</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Infovore &#187; links for 2008-05-31</title>
		<link>http://lookspring.co.uk/the-real-story/comment-page-1#comment-3229</link>
		<dc:creator>Infovore &#187; links for 2008-05-31</dc:creator>
		<pubDate>Sat, 31 May 2008 23:30:52 +0000</pubDate>
		<guid isPermaLink="false">http://lookspring.co.uk/the-real-story#comment-3229</guid>
		<description>[...] Lookspring » The real story  &#8220;Every single point along that road is wrong. And every single point along that road takes games somewhere expensive and difficult. [&#8230;] Emotionally complex games are great, but so are emotionally crude - or indeed emotionally barren - games.&#8221; Excellent. (tags: games narrative story play interaction storytelling emotion engagement) [...]</description>
		<content:encoded><![CDATA[<p>[...] Lookspring » The real story  &#8220;Every single point along that road is wrong. And every single point along that road takes games somewhere expensive and difficult. [&#8230;] Emotionally complex games are great, but so are emotionally crude &#8211; or indeed emotionally barren &#8211; games.&#8221; Excellent. (tags: games narrative story play interaction storytelling emotion engagement) [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tom Armitage</title>
		<link>http://lookspring.co.uk/the-real-story/comment-page-1#comment-3216</link>
		<dc:creator>Tom Armitage</dc:creator>
		<pubDate>Sat, 31 May 2008 14:02:14 +0000</pubDate>
		<guid isPermaLink="false">http://lookspring.co.uk/the-real-story#comment-3216</guid>
		<description>Yes! 

I think there&#039;s a slow emergence of emotional connection with the player through the interface device itself, as well as the feel of the controls; Steel Battalion, obviously, is a reference point, but I remember being surprised at the first Guitar Hero controller - whilst it obviously wasn&#039;t real, it was &lt;i&gt;real enough&lt;/i&gt; and that made all the difference to the connection I had with the game. Certainly, it was &lt;i&gt;solid&lt;/i&gt; enough.

Weight and fragility are two sensations (understandably) not experiment with enough in interface design; I&#039;d quite like somebody to make a game that involves having to handle a &lt;i&gt;really&lt;/i&gt; heavy object, or a very delicate one, if that&#039;s appropriate to the emotional connection the game demands. The needs of mass production, unfortunately, put dampers on controllers at the extremes (of weight, fragility, and size)...

(Incidentally, I misread the &quot;papal sexologists&quot; as &quot;Paypal Sexologists&quot;. I&#039;m not sure what they would look like.)</description>
		<content:encoded><![CDATA[<p>Yes! </p>
<p>I think there&#8217;s a slow emergence of emotional connection with the player through the interface device itself, as well as the feel of the controls; Steel Battalion, obviously, is a reference point, but I remember being surprised at the first Guitar Hero controller &#8211; whilst it obviously wasn&#8217;t real, it was <i>real enough</i> and that made all the difference to the connection I had with the game. Certainly, it was <i>solid</i> enough.</p>
<p>Weight and fragility are two sensations (understandably) not experiment with enough in interface design; I&#8217;d quite like somebody to make a game that involves having to handle a <i>really</i> heavy object, or a very delicate one, if that&#8217;s appropriate to the emotional connection the game demands. The needs of mass production, unfortunately, put dampers on controllers at the extremes (of weight, fragility, and size)&#8230;</p>
<p>(Incidentally, I misread the &#8220;papal sexologists&#8221; as &#8220;Paypal Sexologists&#8221;. I&#8217;m not sure what they would look like.)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mark</title>
		<link>http://lookspring.co.uk/the-real-story/comment-page-1#comment-3171</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Thu, 29 May 2008 19:11:09 +0000</pubDate>
		<guid isPermaLink="false">http://lookspring.co.uk/the-real-story#comment-3171</guid>
		<description>This actually reminded me of watching the new announcement teaser just now for Beyond Good &amp; Evil 2. I remember really loving the first game for its charm and character, even if the game itself was a lot more orthodox than people admit.

The teaser was pure BGE, in good and bad. Relaxed, characterful without too much effort, even somewhat subtle as Pey&#039;j snorts a bug into his nostril and mutters &quot;Fifty.&quot; to himself.

&quot;Any other game would have probably had another character ask him &quot;So how many have you snorted so far?&quot; just to drive the point home.&quot; I thought to myself. 

I recall the first game doing that. Being pretty and beautiful and clever, but not completely trusting the player enough not to underline most of its jokes and subtler details. So many games do this.

And I realized many of my most cherished games are the most understated (ICO, Rez, Vagrant Story, Halo 1) even in their likely grand narratives.

And then the trailer continues, and Pey&#039;j can be heard snorting another bug and going &quot;Fifty-one.&quot;

Just to make sure everyone gets it. Pure BGE, then.</description>
		<content:encoded><![CDATA[<p>This actually reminded me of watching the new announcement teaser just now for Beyond Good &amp; Evil 2. I remember really loving the first game for its charm and character, even if the game itself was a lot more orthodox than people admit.</p>
<p>The teaser was pure BGE, in good and bad. Relaxed, characterful without too much effort, even somewhat subtle as Pey&#8217;j snorts a bug into his nostril and mutters &#8220;Fifty.&#8221; to himself.</p>
<p>&#8220;Any other game would have probably had another character ask him &#8220;So how many have you snorted so far?&#8221; just to drive the point home.&#8221; I thought to myself. </p>
<p>I recall the first game doing that. Being pretty and beautiful and clever, but not completely trusting the player enough not to underline most of its jokes and subtler details. So many games do this.</p>
<p>And I realized many of my most cherished games are the most understated (ICO, Rez, Vagrant Story, Halo 1) even in their likely grand narratives.</p>
<p>And then the trailer continues, and Pey&#8217;j can be heard snorting another bug and going &#8220;Fifty-one.&#8221;</p>
<p>Just to make sure everyone gets it. Pure BGE, then.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
