<?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 for Playthroughline</title>
	<atom:link href="http://playthroughline.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://playthroughline.com</link>
	<description>A foray into narrative design</description>
	<lastBuildDate>Tue, 31 Aug 2010 11:35:59 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0.1</generator>
	<item>
		<title>Comment on BioShock 2 by Jonas</title>
		<link>http://playthroughline.com/scripts/bioshock-2/comment-page-1/#comment-163</link>
		<dc:creator>Jonas</dc:creator>
		<pubDate>Tue, 31 Aug 2010 11:35:59 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?page_id=947#comment-163</guid>
		<description>Keep in mind that my true opinion of a game is always contained within a Short Script&#039;s accompanying post. Read &lt;a href=&quot;http://playthroughline.com/2010/08/27/short-script-bioshock-2/&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; to find out why I really like the game and can wholeheartedly recommend playing it.</description>
		<content:encoded><![CDATA[<p>Keep in mind that my true opinion of a game is always contained within a Short Script&#8217;s accompanying post. Read <a href="http://playthroughline.com/2010/08/27/short-script-bioshock-2/" rel="nofollow">this</a> to find out why I really like the game and can wholeheartedly recommend playing it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on BioShock 2 by Snotball</title>
		<link>http://playthroughline.com/scripts/bioshock-2/comment-page-1/#comment-162</link>
		<dc:creator>Snotball</dc:creator>
		<pubDate>Tue, 31 Aug 2010 08:04:16 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?page_id=947#comment-162</guid>
		<description>Well written as always! Now at first this writing of yours didn&#039;t really help convince me to play the game, given how obvious, cliché, and generally bad you make it sound. But as I read along I&#039;m starting to want to see how they pulled all the shit off. But as usual you really do well at pointing out the places where the developers ought to have pondered a bit more.</description>
		<content:encoded><![CDATA[<p>Well written as always! Now at first this writing of yours didn&#8217;t really help convince me to play the game, given how obvious, cliché, and generally bad you make it sound. But as I read along I&#8217;m starting to want to see how they pulled all the shit off. But as usual you really do well at pointing out the places where the developers ought to have pondered a bit more.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on BioShock 2 by Jonas</title>
		<link>http://playthroughline.com/scripts/bioshock-2/comment-page-1/#comment-161</link>
		<dc:creator>Jonas</dc:creator>
		<pubDate>Mon, 30 Aug 2010 07:22:51 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?page_id=947#comment-161</guid>
		<description>See &lt;a href=&quot;http://en.wikipedia.org/wiki/Jump_the_shark&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; for instructions.</description>
		<content:encoded><![CDATA[<p>See <a href="http://en.wikipedia.org/wiki/Jump_the_shark" rel="nofollow">here</a> for instructions.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on BioShock 2 by carter</title>
		<link>http://playthroughline.com/scripts/bioshock-2/comment-page-1/#comment-160</link>
		<dc:creator>carter</dc:creator>
		<pubDate>Mon, 30 Aug 2010 04:08:03 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?page_id=947#comment-160</guid>
		<description>I&#039;ve heard the &quot;Shark Jump&quot; joke before but I don&#039;t get it. Could someone please explain it to me?</description>
		<content:encoded><![CDATA[<p>I&#8217;ve heard the &#8220;Shark Jump&#8221; joke before but I don&#8217;t get it. Could someone please explain it to me?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Deus Ex by Moo</title>
		<link>http://playthroughline.com/scripts/deus-ex/comment-page-1/#comment-137</link>
		<dc:creator>Moo</dc:creator>
		<pubDate>Mon, 02 Aug 2010 00:24:13 +0000</pubDate>
		<guid isPermaLink="false">http://jonas.ambientimpact.com/?page_id=11#comment-137</guid>
		<description>I started reading without any idea that it was supposed to be as hilarious as it ended up being. Bravo! Any Deus Ex fan should read this.</description>
		<content:encoded><![CDATA[<p>I started reading without any idea that it was supposed to be as hilarious as it ended up being. Bravo! Any Deus Ex fan should read this.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Short Script: Mass Effect 2 by actcom</title>
		<link>http://playthroughline.com/2010/05/09/short-script-mass-effect-2/comment-page-1/#comment-126</link>
		<dc:creator>actcom</dc:creator>
		<pubDate>Mon, 19 Jul 2010 05:00:17 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?p=981#comment-126</guid>
		<description>it was very interesting to read.
I want to quote your post in my blog. It can?
And you et an account on Twitter?</description>
		<content:encoded><![CDATA[<p>it was very interesting to read.<br />
I want to quote your post in my blog. It can?<br />
And you et an account on Twitter?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Opt-in depth by Eisaac</title>
		<link>http://playthroughline.com/2009/11/15/opt-in-depth/comment-page-1/#comment-78</link>
		<dc:creator>Eisaac</dc:creator>
		<pubDate>Wed, 02 Jun 2010 02:51:31 +0000</pubDate>
		<guid isPermaLink="false">http://jonas.ambientimpact.com/?p=29#comment-78</guid>
		<description>I&#039;ve had a &quot;story before design, design before story&quot; conversation several times with various designers.  One of the main issues at work in the game industry is the overwhelming dominance of technical design as a priority over narrative construction.

I remember I had a poignant conversation with the writer at Treyarch (Call of Duty: World at War), who was brow-beaten into writing filler plot to explain the events of the game.  Designers would say, &quot;Let&#039;s do a level on Okinawa!&quot; and he would have to figure out how to explain it.  That being said, I think he did a stellar job with what he was given.  The story is fairly compelling for the genre.

With Mirror&#039;s Edge, I think Pratchett dropped the ball a bit (possibly not her fault.)  One glaring point is the unexplained need to go rescue Faith&#039;s sister Kate twice in a row, and the unnecessary killing of Merc (imo).

Overall, I don&#039;t believe narrative design will be given due priority as a practice until game development as a process is simplified.  When we have a team of 40 designers versus 1, 2, or 4 writers--also taking into account the inevitable strong-willed personalities common in the industry--narrative would need a strong backing from the head of the studio to survive.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve had a &#8220;story before design, design before story&#8221; conversation several times with various designers.  One of the main issues at work in the game industry is the overwhelming dominance of technical design as a priority over narrative construction.</p>
<p>I remember I had a poignant conversation with the writer at Treyarch (Call of Duty: World at War), who was brow-beaten into writing filler plot to explain the events of the game.  Designers would say, &#8220;Let&#8217;s do a level on Okinawa!&#8221; and he would have to figure out how to explain it.  That being said, I think he did a stellar job with what he was given.  The story is fairly compelling for the genre.</p>
<p>With Mirror&#8217;s Edge, I think Pratchett dropped the ball a bit (possibly not her fault.)  One glaring point is the unexplained need to go rescue Faith&#8217;s sister Kate twice in a row, and the unnecessary killing of Merc (imo).</p>
<p>Overall, I don&#8217;t believe narrative design will be given due priority as a practice until game development as a process is simplified.  When we have a team of 40 designers versus 1, 2, or 4 writers&#8211;also taking into account the inevitable strong-willed personalities common in the industry&#8211;narrative would need a strong backing from the head of the studio to survive.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Splinter Cell: Conviction by Snotball</title>
		<link>http://playthroughline.com/scripts/splinter-cell-conviction/comment-page-1/#comment-54</link>
		<dc:creator>Snotball</dc:creator>
		<pubDate>Mon, 24 May 2010 19:13:01 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?page_id=993#comment-54</guid>
		<description>Hahaah! Fantastic, mate! It&#039;s great to see my own subconcious thoughts elaborated in such edible and hilarious manner. I so agree with you on just about everything in the script.

How cliché of a plot is this? I was hoping for a bit more from a Splinter Cell game. Was nicer when it was all tangled up in politics and such. I mean, it&#039;s just an angry asskicking superspy thrown in the mix of a predictable B-movie plot to take over the world.

Could have done without the Iraq part, as it merely felt like a reskin of Gears of War.

My thoughts exactly on the receptionist in Third Echelon. Was the cutscene I saw the most times in the whole game. Fucking annoying.

And what&#039;s with the anti-air missiles after the bloody EMP blast? Ought their guidance systems not be fried? Hitting with a simple RPG-7 is out of the question at that altitude.

Yes! Recently we have been gunning down badguys in the White House quite a bit. In fact the whole EMP thing in Washington DC reminds me of a little game called Modern Warfare 2..

All bitching aside I was eating it all up. As usual the quality and presentation is top-notch. I for one didn&#039;t have serious stuttering issues on the PC, though it did run rather slowly on low settings. I&#039;m very much looking forward to play the coop part with my brother soon. Loved it in Chaos Theory. Hope this will be as memorable although different.</description>
		<content:encoded><![CDATA[<p>Hahaah! Fantastic, mate! It&#8217;s great to see my own subconcious thoughts elaborated in such edible and hilarious manner. I so agree with you on just about everything in the script.</p>
<p>How cliché of a plot is this? I was hoping for a bit more from a Splinter Cell game. Was nicer when it was all tangled up in politics and such. I mean, it&#8217;s just an angry asskicking superspy thrown in the mix of a predictable B-movie plot to take over the world.</p>
<p>Could have done without the Iraq part, as it merely felt like a reskin of Gears of War.</p>
<p>My thoughts exactly on the receptionist in Third Echelon. Was the cutscene I saw the most times in the whole game. Fucking annoying.</p>
<p>And what&#8217;s with the anti-air missiles after the bloody EMP blast? Ought their guidance systems not be fried? Hitting with a simple RPG-7 is out of the question at that altitude.</p>
<p>Yes! Recently we have been gunning down badguys in the White House quite a bit. In fact the whole EMP thing in Washington DC reminds me of a little game called Modern Warfare 2..</p>
<p>All bitching aside I was eating it all up. As usual the quality and presentation is top-notch. I for one didn&#8217;t have serious stuttering issues on the PC, though it did run rather slowly on low settings. I&#8217;m very much looking forward to play the coop part with my brother soon. Loved it in Chaos Theory. Hope this will be as memorable although different.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mass Effect 2 by Snotball</title>
		<link>http://playthroughline.com/scripts/mass-effect-2/comment-page-1/#comment-46</link>
		<dc:creator>Snotball</dc:creator>
		<pubDate>Sun, 09 May 2010 18:18:34 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?page_id=805#comment-46</guid>
		<description>Keep writing these, that&#039;s an order!
Again a lovely script, certainly pointing out the obvious and shallow selling points of this particular game and others in general. You&#039;ve got a good eye for this.</description>
		<content:encoded><![CDATA[<p>Keep writing these, that&#8217;s an order!<br />
Again a lovely script, certainly pointing out the obvious and shallow selling points of this particular game and others in general. You&#8217;ve got a good eye for this.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mass Effect by stu</title>
		<link>http://playthroughline.com/scripts/mass-effect/comment-page-1/#comment-45</link>
		<dc:creator>stu</dc:creator>
		<pubDate>Sat, 08 May 2010 05:44:23 +0000</pubDate>
		<guid isPermaLink="false">http://playthroughline.com/?page_id=708#comment-45</guid>
		<description>An entertaining read.  I certainly admire the effort. :)

You missed one of the cardinal rules for writers in the Mass Effect universe, however.  That is &quot;any character we want the player to like has to bad mouth the government at every possible opportunity.&quot;  What an oh-so-subtle commentary there, BioWare.  That shit got boring in a hurry, especially since there were so few in-game cases of government incompetence to justify this Don&#039;t care about my dreams? Gov&#039;t suxx!  I think it just got ramped up in the sequel.</description>
		<content:encoded><![CDATA[<p>An entertaining read.  I certainly admire the effort. <img src='http://playthroughline.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>You missed one of the cardinal rules for writers in the Mass Effect universe, however.  That is &#8220;any character we want the player to like has to bad mouth the government at every possible opportunity.&#8221;  What an oh-so-subtle commentary there, BioWare.  That shit got boring in a hurry, especially since there were so few in-game cases of government incompetence to justify this Don&#8217;t care about my dreams? Gov&#8217;t suxx!  I think it just got ramped up in the sequel.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
