<?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-2994860125811067919.post865630561259819062..comments</id><updated>2009-03-28T02:11:58.142+13:00</updated><title type='text'>Comments on Hit Self-Destruct: Dernier</title><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://www.hitselfdestruct.com/feeds/865630561259819062/comments/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2994860125811067919/865630561259819062/comments/default'/><link rel='alternate' type='text/html' href='http://www.hitselfdestruct.com/2008/07/dernier.html'/><author><name>Duncan</name><uri>http://www.blogger.com/profile/14614781669653308454</uri><email>noreply@blogger.com</email></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>4</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-2994860125811067919.post-2557739808541966543</id><published>2009-03-28T02:11:00.000+13:00</published><updated>2009-03-28T02:11:00.000+13:00</updated><title type='text'>The bit where he's trapped under the blue fairy.. ...</title><content type='html'>The bit where he's trapped under the blue fairy.. Right?</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2994860125811067919/865630561259819062/comments/default/2557739808541966543'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2994860125811067919/865630561259819062/comments/default/2557739808541966543'/><link rel='alternate' type='text/html' href='http://www.hitselfdestruct.com/2008/07/dernier.html?showComment=1238159460000#c2557739808541966543' title=''/><author><name>Alex Denham</name><email>noreply@blogger.com</email></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.hitselfdestruct.com/2008/07/dernier.html' ref='tag:blogger.com,1999:blog-2994860125811067919.post-865630561259819062' source='http://www.blogger.com/feeds/2994860125811067919/posts/default/865630561259819062' type='text/html'/></entry><entry><id>tag:blogger.com,1999:blog-2994860125811067919.post-8995684286663237866</id><published>2008-07-07T22:18:00.000+12:00</published><updated>2008-07-07T22:18:00.000+12:00</updated><title type='text'>Michael: I agree, uncomfortable game lengths owe a...</title><content type='html'>Michael: I agree, uncomfortable game lengths owe a lot to reviewers trying to hold games to an objective metric. I'd be more irritated about it but I do feel that games are trending the other way. Budgets might be going crazy but the games are getting shorter. Portal's obviously a great example but even games like Call of Duty 4 aren't that long.&lt;BR/&gt;&lt;BR/&gt;Neither was Half-Life 2 Episode Two, and that held up critically against games of more standard lengths. The Half-Life 2 episodes are definitely examples of fantastic pacing, even if the narrative isn't "signposted" like Portal. They're just really good at telling a story. I guess it does help that both the episodes are basically "point A to point B" and the player knows the game won't end until point B.&lt;BR/&gt;&lt;BR/&gt;qrter: yeah I sympathise about Mass Effect. Even though Mass Effect chooses cool scenery for the ending, it still climaxes like every Bioware RPG: with the longest dungeon crawl of your life.&lt;BR/&gt;&lt;BR/&gt;This isn't strictly related but it reminds me of &lt;A HREF="http://www.hitselfdestruct.com/2007/12/recurring-dreams.html" REL="nofollow"&gt;&lt;BR/&gt;a post I wrote a long time ago&lt;/A&gt; about another gameplay lesson -- about how the last act should be about letting the player "slam-dunk" (as Steve put it in the comments) the endgame instead of dragging it out and letting the tension evaporate. I'm sure that's a theme I'll return to eventually.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2994860125811067919/865630561259819062/comments/default/8995684286663237866'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2994860125811067919/865630561259819062/comments/default/8995684286663237866'/><link rel='alternate' type='text/html' href='http://www.hitselfdestruct.com/2008/07/dernier.html?showComment=1215425880000#c8995684286663237866' title=''/><author><name>Duncan</name><uri>http://www.blogger.com/profile/14614781669653308454</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10148440548911143784'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.hitselfdestruct.com/2008/07/dernier.html' ref='tag:blogger.com,1999:blog-2994860125811067919.post-865630561259819062' source='http://www.blogger.com/feeds/2994860125811067919/posts/default/865630561259819062' type='text/html'/></entry><entry><id>tag:blogger.com,1999:blog-2994860125811067919.post-4035991476684711957</id><published>2008-07-07T15:14:00.000+12:00</published><updated>2008-07-07T15:14:00.000+12:00</updated><title type='text'>Terrific essay, Duncan. Unlike every other media, ...</title><content type='html'>Terrific essay, Duncan. Unlike every other media, video games are evaluated by reviewers and players alike for their length, as if this were a metric of quality. I distinctly recall each of the Half-Life 2 episode expansions being met with this as a factor equal to design or gameplay, and plenty of reviewers rated them down for not being long enough.&lt;BR/&gt;&lt;BR/&gt;I guess I understand the value question for some consumers. How many hours should $60 give me? Twice as long as a $30 game? This line of reasoning quickly goes haywire. I think the games press and many gamers tend to obsess over game length as if it were a measure of a game's true worth.&lt;BR/&gt;&lt;BR/&gt;FWIW, I agree with qrter's thoughts on Half-Life 2 and its clever way of communicating the story's progress to the player. Isn't it funny how often we point to this 4-year-old game?</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2994860125811067919/865630561259819062/comments/default/4035991476684711957'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2994860125811067919/865630561259819062/comments/default/4035991476684711957'/><link rel='alternate' type='text/html' href='http://www.hitselfdestruct.com/2008/07/dernier.html?showComment=1215400440000#c4035991476684711957' title=''/><author><name>Michael Abbott</name><uri>http://www.blogger.com/profile/14437378247420941499</uri><email>noreply@blogger.com</email></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.hitselfdestruct.com/2008/07/dernier.html' ref='tag:blogger.com,1999:blog-2994860125811067919.post-865630561259819062' source='http://www.blogger.com/feeds/2994860125811067919/posts/default/865630561259819062' type='text/html'/></entry><entry><id>tag:blogger.com,1999:blog-2994860125811067919.post-3308763356651346877</id><published>2008-07-07T09:05:00.000+12:00</published><updated>2008-07-07T09:05:00.000+12:00</updated><title type='text'>"expectations frame experience"I think that's a ve...</title><content type='html'>&lt;I&gt;"expectations frame experience"&lt;/I&gt;&lt;BR/&gt;&lt;BR/&gt;I think that's a very good point. Quite an elegant answer to this problem does come from literature - the use of chapters. Eventhough we maybe don't know how many chapters there are in &lt;I&gt;Half-Life 2&lt;/I&gt; (although they could be seen in the menu, greyed out or something like it) it does give a real sense of a story arc unfolding, a sense of when it's all coming to an end.&lt;BR/&gt;&lt;BR/&gt;Too many times a game will either seem endless or suddenly plop out a big fat ending.&lt;BR/&gt;&lt;BR/&gt;I finished &lt;I&gt;Mass Effect&lt;/I&gt; just yesterday. At some point (near the end, it quickly became clear) I got an achievement called Completionist, which told me I had finished most of the game.&lt;BR/&gt;&lt;BR/&gt;It made my heart sink. Not because I knew I was nearing the end of the game, but because I was nearing the end of a (Bioware) RPG, which generally means all the roleplaying goes out of the window. What at first was a large, expansive, sprawling epic suddenly gets funneled into this one-way vortex that's all about combatcombatCOMBAT. There goes the rich experience I was enjoying.&lt;BR/&gt;&lt;BR/&gt;*sigh*</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2994860125811067919/865630561259819062/comments/default/3308763356651346877'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2994860125811067919/865630561259819062/comments/default/3308763356651346877'/><link rel='alternate' type='text/html' href='http://www.hitselfdestruct.com/2008/07/dernier.html?showComment=1215378300000#c3308763356651346877' title=''/><author><name>qrter</name><uri>http://www.blogger.com/profile/10028863153825150258</uri><email>noreply@blogger.com</email></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.hitselfdestruct.com/2008/07/dernier.html' ref='tag:blogger.com,1999:blog-2994860125811067919.post-865630561259819062' source='http://www.blogger.com/feeds/2994860125811067919/posts/default/865630561259819062' type='text/html'/></entry></feed>