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	<title>Comments for Playthroughline</title>
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	<link>http://playthroughline.com</link>
	<description>A foray into narrative design</description>
	<lastBuildDate>Mon, 30 Apr 2012 12:57:31 +0000</lastBuildDate>
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		<title>Comment on Short Script: Mass Effect 3 by Joannes</title>
		<link>http://playthroughline.com/2012/04/01/short-script-mass-effect-3/comment-page-1/#comment-7369</link>
		<dc:creator>Joannes</dc:creator>
		<pubDate>Mon, 30 Apr 2012 12:57:31 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?p=2621#comment-7369</guid>
		<description>I never said art &lt;em&gt;can&#039;t&lt;/em&gt; be changed, but the examples you list don&#039;t really fit. Your mentioning of Van Helsing is about test screenings, which entail gauging the reaction from a sample group and, depending on their views, changing the product before it&#039;s ever put out to the masses. Artistic integrity isn&#039;t the issue there, also because, well, it&#039;s Van Helsing.

Similarly, director&#039;s cut editions are usually put out at the behest of the director, not a group of moviegoers who felt cheated and launched a campaign. The Fallout 3 example is apt, though. 

I agree with you that fans don&#039;t simply want a happy ending. That&#039;s how &lt;a href=&quot;http://www.penny-arcade.com/comic/2012/03/16&quot; rel=&quot;nofollow&quot;&gt;Penny Arcade&lt;/a&gt; misses the point. They do want the feeling that their actions impact the ending(s) in a more quantifiable fashion. That&#039;s something I touch upon in &lt;a href=&quot;http://beefjack.com/features/mass-effect-3-was-amazing-but-heres-how-id-have-ended-it/&quot; rel=&quot;nofollow&quot;&gt;my follow-up article&lt;/a&gt;.</description>
		<content:encoded><![CDATA[<p>I never said art <em>can&#8217;t</em> be changed, but the examples you list don&#8217;t really fit. Your mentioning of Van Helsing is about test screenings, which entail gauging the reaction from a sample group and, depending on their views, changing the product before it&#8217;s ever put out to the masses. Artistic integrity isn&#8217;t the issue there, also because, well, it&#8217;s Van Helsing.</p>
<p>Similarly, director&#8217;s cut editions are usually put out at the behest of the director, not a group of moviegoers who felt cheated and launched a campaign. The Fallout 3 example is apt, though. </p>
<p>I agree with you that fans don&#8217;t simply want a happy ending. That&#8217;s how <a href="http://www.penny-arcade.com/comic/2012/03/16" rel="nofollow">Penny Arcade</a> misses the point. They do want the feeling that their actions impact the ending(s) in a more quantifiable fashion. That&#8217;s something I touch upon in <a href="http://beefjack.com/features/mass-effect-3-was-amazing-but-heres-how-id-have-ended-it/" rel="nofollow">my follow-up article</a>.</p>
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		<title>Comment on Short Script: Mass Effect 3 by AceRay</title>
		<link>http://playthroughline.com/2012/04/01/short-script-mass-effect-3/comment-page-1/#comment-7305</link>
		<dc:creator>AceRay</dc:creator>
		<pubDate>Thu, 26 Apr 2012 10:14:08 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?p=2621#comment-7305</guid>
		<description>No, my dear Jonas, you are wrong. Art can be changed. You say that Bioware changing the ending would lose all their integrity and they have creative control and not the fans etc. I&#039;d like to point out that art is changed all the time. Scenes are edited, different shots . After critic screenings/plays, put on director&#039;s cuts. Want some examples?

Remember the movie Van Helsing? In the film&#039;s climax, Hugh Jackman is transformed back to human and isn&#039;t wearing any clothes, so you had Jackman&#039;s ass distracting the audience in what was supposed to be a serious scene. The digital effects team added pants in the final version of the film and artistic integrity was not lost.

Want a video game example? Okay then. Fallout 3 had a terrible ending. It was brief, rushed, didn&#039;t let you free roam and just made no goddamn sense, a lot like Mass Effect 3. There was also an uproar amongst fans. What did Bethesda do? They changed the ending with the &quot;Broken Steel&quot; DLC.

On the subject on fans, they don&#039;t want a happy ending. They don&#039;t want everyone to. They want resolution and closure for a series they&#039;ve devoted years to, not some piss poor BS about Casper the genocidal ghost and all the great characters like Garrus and Javik or whatever just get sidelined, like they don&#039;t matter.

There&#039;s creative integrity and creative suicide, and Mass Effect 3&#039;s ending falls into the later.</description>
		<content:encoded><![CDATA[<p>No, my dear Jonas, you are wrong. Art can be changed. You say that Bioware changing the ending would lose all their integrity and they have creative control and not the fans etc. I&#8217;d like to point out that art is changed all the time. Scenes are edited, different shots . After critic screenings/plays, put on director&#8217;s cuts. Want some examples?</p>
<p>Remember the movie Van Helsing? In the film&#8217;s climax, Hugh Jackman is transformed back to human and isn&#8217;t wearing any clothes, so you had Jackman&#8217;s ass distracting the audience in what was supposed to be a serious scene. The digital effects team added pants in the final version of the film and artistic integrity was not lost.</p>
<p>Want a video game example? Okay then. Fallout 3 had a terrible ending. It was brief, rushed, didn&#8217;t let you free roam and just made no goddamn sense, a lot like Mass Effect 3. There was also an uproar amongst fans. What did Bethesda do? They changed the ending with the &#8220;Broken Steel&#8221; DLC.</p>
<p>On the subject on fans, they don&#8217;t want a happy ending. They don&#8217;t want everyone to. They want resolution and closure for a series they&#8217;ve devoted years to, not some piss poor BS about Casper the genocidal ghost and all the great characters like Garrus and Javik or whatever just get sidelined, like they don&#8217;t matter.</p>
<p>There&#8217;s creative integrity and creative suicide, and Mass Effect 3&#8242;s ending falls into the later.</p>
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		<title>Comment on Splinter Cell: Conviction by Liam</title>
		<link>http://playthroughline.com/scripts/splinter-cell-conviction/comment-page-1/#comment-7201</link>
		<dc:creator>Liam</dc:creator>
		<pubDate>Sun, 22 Apr 2012 01:04:04 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?page_id=993#comment-7201</guid>
		<description>Oh God. This just reminded me how awful this plot was. Great read but you missed out what is possibly the most ridiculous part of the game. When the explosion goes off at the airfield and Coste hears it over the phone and is instantly reminded of one thing and one thing only... Iraq of course! Because being a SEAL he obviously would  have never heard any other explosions anywhere else. But anyway, thanks for pointing out two serious plot holes in particular. The fact that Sam was all over the news at the end of DA and that Reed sent millions of guys to kill Sam when the plan all along was to frame him for the President&#039;s death, which would of course require him to not be dead. Ridiculous story, but great take on it!</description>
		<content:encoded><![CDATA[<p>Oh God. This just reminded me how awful this plot was. Great read but you missed out what is possibly the most ridiculous part of the game. When the explosion goes off at the airfield and Coste hears it over the phone and is instantly reminded of one thing and one thing only&#8230; Iraq of course! Because being a SEAL he obviously would  have never heard any other explosions anywhere else. But anyway, thanks for pointing out two serious plot holes in particular. The fact that Sam was all over the news at the end of DA and that Reed sent millions of guys to kill Sam when the plan all along was to frame him for the President&#8217;s death, which would of course require him to not be dead. Ridiculous story, but great take on it!</p>
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		<title>Comment on Condemned: Criminal Origins by thecruiser</title>
		<link>http://playthroughline.com/scripts/condemned-criminal-origins/comment-page-1/#comment-7177</link>
		<dc:creator>thecruiser</dc:creator>
		<pubDate>Fri, 20 Apr 2012 21:58:51 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/#comment-7177</guid>
		<description>Also, I forgot to mention: obvious troll is obvious. 
Piss off.</description>
		<content:encoded><![CDATA[<p>Also, I forgot to mention: obvious troll is obvious.<br />
Piss off.</p>
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		<title>Comment on Condemned: Criminal Origins by thecruiser</title>
		<link>http://playthroughline.com/scripts/condemned-criminal-origins/comment-page-1/#comment-7176</link>
		<dc:creator>thecruiser</dc:creator>
		<pubDate>Fri, 20 Apr 2012 21:54:08 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/#comment-7176</guid>
		<description>@simisatz
So you took the time to comment on a year-old script and call it &quot;nitpicking&quot;
On a site dedicated to humorous scripts about video games
And you think you have the right to be laughing?
PFFFHAHAHAHAHAHAHA</description>
		<content:encoded><![CDATA[<p>@simisatz<br />
So you took the time to comment on a year-old script and call it &#8220;nitpicking&#8221;<br />
On a site dedicated to humorous scripts about video games<br />
And you think you have the right to be laughing?<br />
PFFFHAHAHAHAHAHAHA</p>
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		<title>Comment on Condemned: Criminal Origins by simisatz</title>
		<link>http://playthroughline.com/scripts/condemned-criminal-origins/comment-page-1/#comment-7170</link>
		<dc:creator>simisatz</dc:creator>
		<pubDate>Fri, 20 Apr 2012 17:30:20 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/#comment-7170</guid>
		<description>So you dedicated an entire script to nitpicking a video game.
I know this is like a year old but
PFFFHAHAHAHAHAHAHA</description>
		<content:encoded><![CDATA[<p>So you dedicated an entire script to nitpicking a video game.<br />
I know this is like a year old but<br />
PFFFHAHAHAHAHAHAHA</p>
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		<title>Comment on Deus Ex: Human Revolution by NoctisStella</title>
		<link>http://playthroughline.com/scripts/deus-ex-human-revolution/comment-page-1/#comment-3631</link>
		<dc:creator>NoctisStella</dc:creator>
		<pubDate>Wed, 02 Nov 2011 02:28:09 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/#comment-3631</guid>
		<description>I couldn&#039;t stop laughing.
I loved it ^^
The writers do need to see this. It&#039;s just incredible.</description>
		<content:encoded><![CDATA[<p>I couldn&#8217;t stop laughing.<br />
I loved it ^^<br />
The writers do need to see this. It&#8217;s just incredible.</p>
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		<title>Comment on Mass Effect 2 by Jonas</title>
		<link>http://playthroughline.com/scripts/mass-effect-2/comment-page-1/#comment-3588</link>
		<dc:creator>Jonas</dc:creator>
		<pubDate>Fri, 28 Oct 2011 18:52:06 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?page_id=805#comment-3588</guid>
		<description>My existence feels validated now.</description>
		<content:encoded><![CDATA[<p>My existence feels validated now.</p>
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		<title>Comment on Mass Effect 2 by Ninche</title>
		<link>http://playthroughline.com/scripts/mass-effect-2/comment-page-1/#comment-3584</link>
		<dc:creator>Ninche</dc:creator>
		<pubDate>Fri, 28 Oct 2011 13:47:42 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?page_id=805#comment-3584</guid>
		<description>Apart from being utterly and effortlessly hilarious your scripts are also simply pleasurable to read, because of the obvious attention to detail and passionate involvement with the narrative that just shines through every line – and you’ve got it backed up by such crazy amounts of references to all kinds of stuff that I swell with pride every time I catch one. As a result your scripts become almost interactive themselves and I imagine that’s the hardest thing for a game narrative designer to do – interact with their audience in a subtle and clever fashion – not too much so it ruins the illusion but just enough to give the writing a personal feel: “Hey, that’s exactly what I think, it’s like they wrote this for me”. 

And despite essentially picking at every tiny imperfection and being gloriously offensive I think if the BioWare team were to ever peak in here and read your script they’d leave all flattered and rosy-cheeked because of the obvious love and dedication that went into exploring every bit and bob of their creation.

I’ll be following your work with pleasure!</description>
		<content:encoded><![CDATA[<p>Apart from being utterly and effortlessly hilarious your scripts are also simply pleasurable to read, because of the obvious attention to detail and passionate involvement with the narrative that just shines through every line – and you’ve got it backed up by such crazy amounts of references to all kinds of stuff that I swell with pride every time I catch one. As a result your scripts become almost interactive themselves and I imagine that’s the hardest thing for a game narrative designer to do – interact with their audience in a subtle and clever fashion – not too much so it ruins the illusion but just enough to give the writing a personal feel: “Hey, that’s exactly what I think, it’s like they wrote this for me”. </p>
<p>And despite essentially picking at every tiny imperfection and being gloriously offensive I think if the BioWare team were to ever peak in here and read your script they’d leave all flattered and rosy-cheeked because of the obvious love and dedication that went into exploring every bit and bob of their creation.</p>
<p>I’ll be following your work with pleasure!</p>
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		<title>Comment on Mass Effect 2 by ZombieWeightLoss</title>
		<link>http://playthroughline.com/scripts/mass-effect-2/comment-page-1/#comment-3568</link>
		<dc:creator>ZombieWeightLoss</dc:creator>
		<pubDate>Thu, 27 Oct 2011 07:56:15 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?page_id=805#comment-3568</guid>
		<description>Holy cow.  I love this script.  I just finished the game a month ago and I kept wondering to myself why I could not love it like I loved the first one.  This script is complete justification how weak the whole story is.  Should&#039;ve mentioned how those planet scanning thingies make the mako missions actually seem more fun!  Excelsior!</description>
		<content:encoded><![CDATA[<p>Holy cow.  I love this script.  I just finished the game a month ago and I kept wondering to myself why I could not love it like I loved the first one.  This script is complete justification how weak the whole story is.  Should&#8217;ve mentioned how those planet scanning thingies make the mako missions actually seem more fun!  Excelsior!</p>
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