<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/'><id>tag:blogger.com,1999:blog-6858146726123394058.post8192905123936760889..comments</id><updated>2009-12-16T22:00:43.637-08:00</updated><title type='text'>Comments on Pixel Poppers: Play Me A Story, Part Two: What Makes A Metanarrat...</title><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://www.pixelpoppers.com/feeds/8192905123936760889/comments/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6858146726123394058/8192905123936760889/comments/default'/><link rel='alternate' type='text/html' href='http://www.pixelpoppers.com/2009/09/play-me-story-part-two-what-makes.html'/><author><name>Doctor Professor</name><uri>http://www.blogger.com/profile/10117519336970609690</uri><email>docprof@pixelpoppers.com</email></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>3</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-6858146726123394058.post-9120914473577521351</id><published>2009-12-16T22:00:43.637-08:00</published><updated>2009-12-16T22:00:43.637-08:00</updated><title type='text'>By the way, that's a strange assertion, Anonymous....</title><content type='html'>By the way, that&amp;#39;s a strange assertion, Anonymous. I&amp;#39;ll just speak from my own experience to say that I don&amp;#39;t find the emotional dimension of story elements or the accompanying game decisions to be &amp;quot;meaningless.&amp;quot; I find them very valuable and am often frustrated when a game has significant dissonance between playing for emotional value and playing for mechanical advancement and effectiveness. And I have certainly &amp;quot;played characters&amp;quot; in games in the sense of investing emotionally in the fiction and identifying to some degree with the character&amp;#39;s human-ness.&lt;br /&gt;&lt;br /&gt;It does happen RARELY. But I think it could happen with greater frequency and potency if games more deeply explored Doctor Professor&amp;#39;s four qualities of choice.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6858146726123394058/8192905123936760889/comments/default/9120914473577521351'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6858146726123394058/8192905123936760889/comments/default/9120914473577521351'/><link rel='alternate' type='text/html' href='http://www.pixelpoppers.com/2009/09/play-me-story-part-two-what-makes.html?showComment=1261029643637#c9120914473577521351' title=''/><author><name>storybythethroat</name><uri>http://storybythethroat.wordpress.com/</uri><email>noreply@blogger.com</email></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.pixelpoppers.com/2009/09/play-me-story-part-two-what-makes.html' ref='tag:blogger.com,1999:blog-6858146726123394058.post-8192905123936760889' source='http://www.blogger.com/feeds/6858146726123394058/posts/default/8192905123936760889' type='text/html'/></entry><entry><id>tag:blogger.com,1999:blog-6858146726123394058.post-4060157262650912726</id><published>2009-12-16T21:53:54.024-08:00</published><updated>2009-12-16T21:53:54.024-08:00</updated><title type='text'>I read this and the previous article and I was ins...</title><content type='html'>I read this and the previous article and I was inspired. What a smart and beautiful enumeration of the qualities of truly collaborative fiction!&lt;br /&gt;&lt;br /&gt;I was so struck by how many times I&amp;#39;ve been deprived of one or more of those qualities, whether in a computer game or in tabletop roleplaying, that I blogged about it myself:&lt;br /&gt;&lt;br /&gt;http:/storybythethroat.wordpress.com/2009/12/16/free-affirmed-expressive-consequential/&lt;br /&gt;&lt;br /&gt;Thanks for the insight!&lt;br /&gt;&lt;br /&gt;Peace,&lt;br /&gt;-Joel</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6858146726123394058/8192905123936760889/comments/default/4060157262650912726'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6858146726123394058/8192905123936760889/comments/default/4060157262650912726'/><link rel='alternate' type='text/html' href='http://www.pixelpoppers.com/2009/09/play-me-story-part-two-what-makes.html?showComment=1261029234024#c4060157262650912726' title=''/><author><name>storybythethroat</name><uri>http://storybythethroat.wordpress.com/</uri><email>noreply@blogger.com</email></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.pixelpoppers.com/2009/09/play-me-story-part-two-what-makes.html' ref='tag:blogger.com,1999:blog-6858146726123394058.post-8192905123936760889' source='http://www.blogger.com/feeds/6858146726123394058/posts/default/8192905123936760889' type='text/html'/></entry><entry><id>tag:blogger.com,1999:blog-6858146726123394058.post-2325327629290357319</id><published>2009-12-02T17:05:44.415-08:00</published><updated>2009-12-02T17:05:44.415-08:00</updated><title type='text'>"Clearly this choice isn't forced, exactly, but it...</title><content type='html'>&amp;quot;Clearly this choice isn&amp;#39;t forced, exactly, but it is made under some duress. It becomes not about faith, not about brotherhood, not about Lucas either shutting down Markus&amp;#39;s awkward gesture or letting him feel like he has helped in one of the only ways he knows how. It&amp;#39;s about getting a 1-Up. The choice has been replaced with a puzzle with a correct answer, no freer than a question on a multiple-choice test.&amp;quot;&lt;br /&gt;&lt;br /&gt;I would contend that all game choices are in fact the same. Ultimately there are only two kinds of choice in any game, the meaningful one and the meaningless one. &lt;br /&gt;&lt;br /&gt;A meaningful choice is a choice that advances the player mechanically. A meaningless choice is, basically everything else. &lt;br /&gt;&lt;br /&gt;All games involve some meaningful choices but not all games involve meaningless ones. It ultimately comes down to a choice to gain a 1-up, or a choice to dick around playing the game of dialog or character customisation or a hundred other boredom diversions. &lt;br /&gt;&lt;br /&gt;That&amp;#39;s why metanarrative doesn&amp;#39;t really exist. For it to work, players would have to be deriving significant personal value from meaningless choices. But the don&amp;#39;t. Players don&amp;#39;t really play characters in videogames any more than they do when playing Chess.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6858146726123394058/8192905123936760889/comments/default/2325327629290357319'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6858146726123394058/8192905123936760889/comments/default/2325327629290357319'/><link rel='alternate' type='text/html' href='http://www.pixelpoppers.com/2009/09/play-me-story-part-two-what-makes.html?showComment=1259802344415#c2325327629290357319' title=''/><author><name>Anonymous</name><email>noreply@blogger.com</email></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.pixelpoppers.com/2009/09/play-me-story-part-two-what-makes.html' ref='tag:blogger.com,1999:blog-6858146726123394058.post-8192905123936760889' source='http://www.blogger.com/feeds/6858146726123394058/posts/default/8192905123936760889' type='text/html'/></entry></feed>