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	<title>
	Comments on: Gunpoint: Making The Jump	</title>
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	<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/</link>
	<description>We&#039;re back on a default theme because comments broke on my custom one and I don&#039;t have the energy to figure out why</description>
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		<title>
		By: It&#8217;s Time I Did Something About This &#8216;Gunpoint Ripoff&#8217; - a post on Tom Francis' blog		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-551978</link>

		<dc:creator><![CDATA[It&#8217;s Time I Did Something About This &#8216;Gunpoint Ripoff&#8217; - a post on Tom Francis' blog]]></dc:creator>
		<pubDate>Tue, 12 Aug 2014 17:26:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-551978</guid>

					<description><![CDATA[[&#8230;] I wrote about my process for coming up with that jumping system back when I built it in 2010, if you&#8217;re interested. [&#8230;]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] I wrote about my process for coming up with that jumping system back when I built it in 2010, if you&#8217;re interested. [&#8230;]</p>
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		<title>
		By: Jason L		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191561</link>

		<dc:creator><![CDATA[Jason L]]></dc:creator>
		<pubDate>Wed, 28 Jul 2010 03:26:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191561</guid>

					<description><![CDATA[The thought occurs: Who said The Invincibles had to be 3D?]]></description>
			<content:encoded><![CDATA[<p>The thought occurs: Who said The Invincibles had to be 3D?</p>
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		<title>
		By: dual_barrel		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191456</link>

		<dc:creator><![CDATA[dual_barrel]]></dc:creator>
		<pubDate>Sun, 25 Jul 2010 07:53:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191456</guid>

					<description><![CDATA[Cool and thanks!]]></description>
			<content:encoded><![CDATA[<p>Cool and thanks!</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191373</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Fri, 23 Jul 2010 23:57:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191373</guid>

					<description><![CDATA[Maths and philosophy, actually. You&#039;d think maths would help, but so far coding has only ever called for high school level stuff.]]></description>
			<content:encoded><![CDATA[<p>Maths and philosophy, actually. You&#8217;d think maths would help, but so far coding has only ever called for high school level stuff.</p>
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		<title>
		By: dual_barrel		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191349</link>

		<dc:creator><![CDATA[dual_barrel]]></dc:creator>
		<pubDate>Fri, 23 Jul 2010 01:04:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191349</guid>

					<description><![CDATA[Pentadact, do you have a degree in Computer Science or something related? Just wondering.]]></description>
			<content:encoded><![CDATA[<p>Pentadact, do you have a degree in Computer Science or something related? Just wondering.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191211</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Mon, 19 Jul 2010 18:33:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191211</guid>

					<description><![CDATA[Thanks for the feedback, I&#039;ve added it to the list but I&#039;m removing it here. The alpha&#039;s not public and I&#039;d rather the feedback wasn&#039;t either.]]></description>
			<content:encoded><![CDATA[<p>Thanks for the feedback, I&#8217;ve added it to the list but I&#8217;m removing it here. The alpha&#8217;s not public and I&#8217;d rather the feedback wasn&#8217;t either.</p>
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		<title>
		By: Mookae		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191169</link>

		<dc:creator><![CDATA[Mookae]]></dc:creator>
		<pubDate>Sun, 18 Jul 2010 17:44:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191169</guid>

					<description><![CDATA[@phydaux Or maybe like l4d&#039;s hunter. Except more bada$$. And he can talk. And doesn&#039;t have to worry about getting shot as much.

And dialogue options FTW. Also if you can, try to throw in other punches. Say, for some insane reason, you pounce a guy with a helmet. Then you would have to choose to punch him in the gut instead, or maybe the classic knee to the groin. And so on. EX.
[Left Click]:Punch
[Right click]:Select target]]></description>
			<content:encoded><![CDATA[<p>@phydaux Or maybe like l4d&#8217;s hunter. Except more bada$$. And he can talk. And doesn&#8217;t have to worry about getting shot as much.</p>
<p>And dialogue options FTW. Also if you can, try to throw in other punches. Say, for some insane reason, you pounce a guy with a helmet. Then you would have to choose to punch him in the gut instead, or maybe the classic knee to the groin. And so on. EX.<br />
[Left Click]:Punch<br />
[Right click]:Select target</p>
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		<title>
		By: Phydaux		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191133</link>

		<dc:creator><![CDATA[Phydaux]]></dc:creator>
		<pubDate>Sat, 17 Jul 2010 11:17:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191133</guid>

					<description><![CDATA[This game sounds, and seems like it&#039;s starting to play out like, a 2D version of Crackdown.]]></description>
			<content:encoded><![CDATA[<p>This game sounds, and seems like it&#8217;s starting to play out like, a 2D version of Crackdown.</p>
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		<title>
		By: Ludo		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191123</link>

		<dc:creator><![CDATA[Ludo]]></dc:creator>
		<pubDate>Sat, 17 Jul 2010 01:36:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191123</guid>

					<description><![CDATA[Looking forward to the next play test. I&#039;m compiling a list of punchtastic basslines in order to create the most finely honed and funky facepunching experience possible.]]></description>
			<content:encoded><![CDATA[<p>Looking forward to the next play test. I&#8217;m compiling a list of punchtastic basslines in order to create the most finely honed and funky facepunching experience possible.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191097</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Fri, 16 Jul 2010 06:09:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191097</guid>

					<description><![CDATA[Nope, it&#039;s just an .exe you double-click to play, doesn&#039;t even need to be installed.]]></description>
			<content:encoded><![CDATA[<p>Nope, it&#8217;s just an .exe you double-click to play, doesn&#8217;t even need to be installed.</p>
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		<title>
		By: TooNu		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191085</link>

		<dc:creator><![CDATA[TooNu]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 23:17:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191085</guid>

					<description><![CDATA[that is, I mean medical reasons could also be personal reasons, time reasons, girlfriend reasons, suprise Cambodian lovechild reasons etc]]></description>
			<content:encoded><![CDATA[<p>that is, I mean medical reasons could also be personal reasons, time reasons, girlfriend reasons, suprise Cambodian lovechild reasons etc</p>
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		<title>
		By: TooNu		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191084</link>

		<dc:creator><![CDATA[TooNu]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 23:16:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191084</guid>

					<description><![CDATA[To test, do I need to have some sort of computer savvy brain or can I double click a shortcut and get the latest version to run and then I can do monotonous tasks to test things in the game and give awesome feedback? Because if I need a computer savvy brain requiring coding knowledge or some &quot;intelligence&quot; than I can&#039;t apply.
 My point is, if it&#039;s simple to start up I would like to test the game as and when needed as often as needed.

Oh and don&#039;t stop making it by choice.If you HAVE to stop for medical reasons and it&#039;s left uncompleted, I still want a game semi-finished by Tom Francis than no games by Tom Francis.]]></description>
			<content:encoded><![CDATA[<p>To test, do I need to have some sort of computer savvy brain or can I double click a shortcut and get the latest version to run and then I can do monotonous tasks to test things in the game and give awesome feedback? Because if I need a computer savvy brain requiring coding knowledge or some &#8220;intelligence&#8221; than I can&#8217;t apply.<br />
 My point is, if it&#8217;s simple to start up I would like to test the game as and when needed as often as needed.</p>
<p>Oh and don&#8217;t stop making it by choice.If you HAVE to stop for medical reasons and it&#8217;s left uncompleted, I still want a game semi-finished by Tom Francis than no games by Tom Francis.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191071</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 20:17:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191071</guid>

					<description><![CDATA[Heh. Bet on &#039;pinned&#039; dialogue, and probably even post-punch dialogue for some characters. This one set of circumstances has so much potential to play around with, and I&#039;m sick of game dialogue being reserved for people standing around doing their hand-wavy DIGITAL ACTING!]]></description>
			<content:encoded><![CDATA[<p>Heh. Bet on &#8216;pinned&#8217; dialogue, and probably even post-punch dialogue for some characters. This one set of circumstances has so much potential to play around with, and I&#8217;m sick of game dialogue being reserved for people standing around doing their hand-wavy DIGITAL ACTING!</p>
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		<title>
		By: Itantor		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191069</link>

		<dc:creator><![CDATA[Itantor]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 20:02:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191069</guid>

					<description><![CDATA[I think you should take a step back a bit with that idea, DoctorDisaster, and have the dialogue prompt be:
[Space]: (friendly punch)
[Enter]: (aloof punch)
[Shift]: (aggressive punch)
[Left-Click]: Context-sensitive Punch]]></description>
			<content:encoded><![CDATA[<p>I think you should take a step back a bit with that idea, DoctorDisaster, and have the dialogue prompt be:<br />
[Space]: (friendly punch)<br />
[Enter]: (aloof punch)<br />
[Shift]: (aggressive punch)<br />
[Left-Click]: Context-sensitive Punch</p>
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		<title>
		By: DoctorDisaster		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191065</link>

		<dc:creator><![CDATA[DoctorDisaster]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 19:16:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191065</guid>

					<description><![CDATA[I love Matt&#039;s idea. Your first pounce opens up a little dialogue prompt:

[Space]: (friendly line)
[Enter]: (aloof line)
[Shift]: (aggressive line)
[Left-Click]: Punch him

If the player tries to pursue the conversation, the spoken options slowly fade away as he does so, while the &quot;punch him&quot; option grows larger and bolder. Eventually the pouncee&#039;s speech is just &quot;wah wah wah, wah wah wahh&quot; and LEFT CLICK TO PUNCH is covering most of the screen and flashing on and off.]]></description>
			<content:encoded><![CDATA[<p>I love Matt&#8217;s idea. Your first pounce opens up a little dialogue prompt:</p>
<p>[Space]: (friendly line)<br />
[Enter]: (aloof line)<br />
[Shift]: (aggressive line)<br />
[Left-Click]: Punch him</p>
<p>If the player tries to pursue the conversation, the spoken options slowly fade away as he does so, while the &#8220;punch him&#8221; option grows larger and bolder. Eventually the pouncee&#8217;s speech is just &#8220;wah wah wah, wah wah wahh&#8221; and LEFT CLICK TO PUNCH is covering most of the screen and flashing on and off.</p>
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		<title>
		By: Plumberduck		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191060</link>

		<dc:creator><![CDATA[Plumberduck]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 16:06:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191060</guid>

					<description><![CDATA[Awesome to see work continue on the game, Tom! Even more awesome to see the change of name... There was something slightly disconcerting about getting an e-mail with the subject &#039;Private Dick movement.&quot;

Looking at the pounce makes me think about the Hunter in Left 4 Dead, and imagine a Gang-Garrison-style side-scrolling remake of that venerable Valvism.]]></description>
			<content:encoded><![CDATA[<p>Awesome to see work continue on the game, Tom! Even more awesome to see the change of name&#8230; There was something slightly disconcerting about getting an e-mail with the subject &#8216;Private Dick movement.&#8221;</p>
<p>Looking at the pounce makes me think about the Hunter in Left 4 Dead, and imagine a Gang-Garrison-style side-scrolling remake of that venerable Valvism.</p>
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		<title>
		By: LaZodiac		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191056</link>

		<dc:creator><![CDATA[LaZodiac]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 14:44:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191056</guid>

					<description><![CDATA[@Matt: I don&#039;t know, those scenes were actually pretty cool. I liked knowing the motives of why they did things. Admitidly the way they told you about it was a little pretentious, and they shortened it with the sequel, but dangit I did generaly enjoy them.

At any rate, this update mentions useage of a mouse. I know that on keyboards, platforming games are not that good, by why use the mouse?]]></description>
			<content:encoded><![CDATA[<p>@Matt: I don&#8217;t know, those scenes were actually pretty cool. I liked knowing the motives of why they did things. Admitidly the way they told you about it was a little pretentious, and they shortened it with the sequel, but dangit I did generaly enjoy them.</p>
<p>At any rate, this update mentions useage of a mouse. I know that on keyboards, platforming games are not that good, by why use the mouse?</p>
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		<title>
		By: Quasar		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191052</link>

		<dc:creator><![CDATA[Quasar]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 11:17:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191052</guid>

					<description><![CDATA[It&#039;s looking more and more fun with each iteration - glad the feedback from the first batch was helpful!

Looking forward to the second round.]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s looking more and more fun with each iteration &#8211; glad the feedback from the first batch was helpful!</p>
<p>Looking forward to the second round.</p>
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		<title>
		By: Lack_26		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191049</link>

		<dc:creator><![CDATA[Lack_26]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 08:56:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191049</guid>

					<description><![CDATA[It&#039;s sounding better and better. I have to say, the jump prediction is almost exactly how I imagined it being, and perpetually punching people&#039;s parietal bone looks like excellent fun. Can&#039;t wait till you get the next play test out.]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s sounding better and better. I have to say, the jump prediction is almost exactly how I imagined it being, and perpetually punching people&#8217;s parietal bone looks like excellent fun. Can&#8217;t wait till you get the next play test out.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191047</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 07:33:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191047</guid>

					<description><![CDATA[The_B: Yep, that took about half an hour, so I&#039;m glad someone noticed.]]></description>
			<content:encoded><![CDATA[<p>The_B: Yep, that took about half an hour, so I&#8217;m glad someone noticed.</p>
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		<title>
		By: LeSwordfish		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191046</link>

		<dc:creator><![CDATA[LeSwordfish]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 07:18:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191046</guid>

					<description><![CDATA[I was in the first test, but must have been left out of the sceond. It&#039;s ok, i dont think i said anything helpful.]]></description>
			<content:encoded><![CDATA[<p>I was in the first test, but must have been left out of the sceond. It&#8217;s ok, i dont think i said anything helpful.</p>
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		<title>
		By: Bret		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191037</link>

		<dc:creator><![CDATA[Bret]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 03:03:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191037</guid>

					<description><![CDATA[So, every conversation turns into extended facepunchery?

Best dialog system ever?]]></description>
			<content:encoded><![CDATA[<p>So, every conversation turns into extended facepunchery?</p>
<p>Best dialog system ever?</p>
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		<title>
		By: Matt		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191034</link>

		<dc:creator><![CDATA[Matt]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 02:35:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191034</guid>

					<description><![CDATA[Also, the idea of a dialogue system brings to mind those horrendous assassination scenes in Assassin&#039;s Creed.

Just picture it! Your little dude leaps, crashing down onto that dude with a gun, and then they launch into a full-on discussion of each character&#039;s motives and desires. The player, stunned (and a little hurt) by the sudden injection of verbosity, interrupts the dialogue with a mouse click, commencing the face punching. 

You should do it at the very beginning of the game. If that&#039;s not an intuitive way to introduce the face-punching, I frankly don&#039;t want to know what is.]]></description>
			<content:encoded><![CDATA[<p>Also, the idea of a dialogue system brings to mind those horrendous assassination scenes in Assassin&#8217;s Creed.</p>
<p>Just picture it! Your little dude leaps, crashing down onto that dude with a gun, and then they launch into a full-on discussion of each character&#8217;s motives and desires. The player, stunned (and a little hurt) by the sudden injection of verbosity, interrupts the dialogue with a mouse click, commencing the face punching. </p>
<p>You should do it at the very beginning of the game. If that&#8217;s not an intuitive way to introduce the face-punching, I frankly don&#8217;t want to know what is.</p>
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		<title>
		By: Andrew Zalotocky		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191033</link>

		<dc:creator><![CDATA[Andrew Zalotocky]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 02:27:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191033</guid>

					<description><![CDATA[If it&#039;s about guns and detectives why not call it &quot;Gunshoe&quot;?

As for milestones 5-7, relationship management should be the next frontier for game design. There are games like &quot;Half-Life 2: Episode 1&quot; and &quot;2&quot; where a companion NPC follows you around and tries to help you. But the next stage of game evolution is to turn them into autonomous individuals with their own goals. Instead of taking them for granted you would have to negotiate with them to get what you wanted, and this negotiation would be based on an implicit understanding of what your friend/colleague/ally/relative/lover/whatever will want/tolerate/refuse rather than the NPC offering the player an explicit &quot;do this and X will happen&quot; choice. In doing so you are forced to make a choice about what kind of person the player character will be, and therefore how the NPCs you have yet to meet will react to you.

This means that the single player game has to be treated as a multi-player game with AI participants rather than the scripted movie experience that it tends to be at the moment. Some people see a similarity between games and movies because so many action movies rely on spectacular special effects. But the essence of gaming is in the spontaneous events and interactions that arise from the player(s) situation rather than the set pieces. It&#039;s about individual agency rather than the passive consumption of someone else&#039;s vision.

Consider real life. You constantly have to interact with the people around you, and decide how to treat them on the basis of what relationship you have with them now and how you want them to relate to you in future. But you have to decide immediately what to do or say.

So a UI for relationship management must be context-sensitive, real time, and persistent. When you meet an NPC it should present you with a list of things that you can say to them which would be relevant to your current situation. It should require you to make a choice (and no choice = choosing to be silent) in as many seconds as you would have in real life.  The way that NPCs react to you in future should depend on how you&#039;ve treated them in the past, even to the point of the game becoming impossible to complete if you alienate the people you need as allies.

But if you have established the habit of treating a particular person in a particular way you are likely to continue it in future so the relationship management UI would have to reflect that. For example, if you treat a particular NPC with hostility when you first meet them then on subsequent meetings the user interface should make the hostile interaction options more prominent than the non-hostile responses. The degree of bias in the interface should reflect your past history with that character (and/or that class of character). It should also change according to the plot points you uncover in the course of the game, e.g. if you discover that an NPC you thought was a villain was really working for your side or vice versa.

Sometimes the opportunity to respond will be so fleeting that you fail to say anything or say the wrong thing by accident, as happens in real life. This exposes a tension between realism and player satisfaction that is as unavoidable as the eternal conflict between frame rate and jaggies. In a strictly realistic game you could condemn your whole campaign to failure in the first minute by making enemies of the characters you will need to have as allies, but only find this out a few hours later. Result: one unhappy player. In a game that is biased towards player satisfaction the NPCs will be unnaturally forgiving and the relationship UI will give you obvious prompts about what you should do.

The conflict can be partially resolved by representing other aspects of the human decision making process. For example, the relationship UI might offer you hints like &quot;Your training says it&#039;s usually best to do X&quot;, or &quot;Your mission briefing said to do Y&quot;, or &quot;Character A has promised to give you B if you do C&quot;. The player is reminded of what his or her choices mean without being pressed into taking any particular one.

I&#039;m not suggesting that you build all this stuff into your game Tom, but it&#039;s where games need to go. Just imagine how radically different the next &quot;Half-Life&quot; game would be if you had to manage your relationship with an angry, grief-stricken Alyx. You would actually have to become a character instead of a walking gun platform.

Would it be art? Would it be fun? I don&#039;t know, but I think we need to find out.]]></description>
			<content:encoded><![CDATA[<p>If it&#8217;s about guns and detectives why not call it &#8220;Gunshoe&#8221;?</p>
<p>As for milestones 5-7, relationship management should be the next frontier for game design. There are games like &#8220;Half-Life 2: Episode 1&#8221; and &#8220;2&#8221; where a companion NPC follows you around and tries to help you. But the next stage of game evolution is to turn them into autonomous individuals with their own goals. Instead of taking them for granted you would have to negotiate with them to get what you wanted, and this negotiation would be based on an implicit understanding of what your friend/colleague/ally/relative/lover/whatever will want/tolerate/refuse rather than the NPC offering the player an explicit &#8220;do this and X will happen&#8221; choice. In doing so you are forced to make a choice about what kind of person the player character will be, and therefore how the NPCs you have yet to meet will react to you.</p>
<p>This means that the single player game has to be treated as a multi-player game with AI participants rather than the scripted movie experience that it tends to be at the moment. Some people see a similarity between games and movies because so many action movies rely on spectacular special effects. But the essence of gaming is in the spontaneous events and interactions that arise from the player(s) situation rather than the set pieces. It&#8217;s about individual agency rather than the passive consumption of someone else&#8217;s vision.</p>
<p>Consider real life. You constantly have to interact with the people around you, and decide how to treat them on the basis of what relationship you have with them now and how you want them to relate to you in future. But you have to decide immediately what to do or say.</p>
<p>So a UI for relationship management must be context-sensitive, real time, and persistent. When you meet an NPC it should present you with a list of things that you can say to them which would be relevant to your current situation. It should require you to make a choice (and no choice = choosing to be silent) in as many seconds as you would have in real life.  The way that NPCs react to you in future should depend on how you&#8217;ve treated them in the past, even to the point of the game becoming impossible to complete if you alienate the people you need as allies.</p>
<p>But if you have established the habit of treating a particular person in a particular way you are likely to continue it in future so the relationship management UI would have to reflect that. For example, if you treat a particular NPC with hostility when you first meet them then on subsequent meetings the user interface should make the hostile interaction options more prominent than the non-hostile responses. The degree of bias in the interface should reflect your past history with that character (and/or that class of character). It should also change according to the plot points you uncover in the course of the game, e.g. if you discover that an NPC you thought was a villain was really working for your side or vice versa.</p>
<p>Sometimes the opportunity to respond will be so fleeting that you fail to say anything or say the wrong thing by accident, as happens in real life. This exposes a tension between realism and player satisfaction that is as unavoidable as the eternal conflict between frame rate and jaggies. In a strictly realistic game you could condemn your whole campaign to failure in the first minute by making enemies of the characters you will need to have as allies, but only find this out a few hours later. Result: one unhappy player. In a game that is biased towards player satisfaction the NPCs will be unnaturally forgiving and the relationship UI will give you obvious prompts about what you should do.</p>
<p>The conflict can be partially resolved by representing other aspects of the human decision making process. For example, the relationship UI might offer you hints like &#8220;Your training says it&#8217;s usually best to do X&#8221;, or &#8220;Your mission briefing said to do Y&#8221;, or &#8220;Character A has promised to give you B if you do C&#8221;. The player is reminded of what his or her choices mean without being pressed into taking any particular one.</p>
<p>I&#8217;m not suggesting that you build all this stuff into your game Tom, but it&#8217;s where games need to go. Just imagine how radically different the next &#8220;Half-Life&#8221; game would be if you had to manage your relationship with an angry, grief-stricken Alyx. You would actually have to become a character instead of a walking gun platform.</p>
<p>Would it be art? Would it be fun? I don&#8217;t know, but I think we need to find out.</p>
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		<title>
		By: Matt		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191032</link>

		<dc:creator><![CDATA[Matt]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 02:23:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191032</guid>

					<description><![CDATA[Just sent you an email to get in on the testing. Let me know! :)]]></description>
			<content:encoded><![CDATA[<p>Just sent you an email to get in on the testing. Let me know! :)</p>
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		<title>
		By: verendus		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191029</link>

		<dc:creator><![CDATA[verendus]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 01:04:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191029</guid>

					<description><![CDATA[It&#039;s stuff like this and spelunky that really make me regret buying a Mac...]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s stuff like this and spelunky that really make me regret buying a Mac&#8230;</p>
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		<title>
		By: Bret		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191027</link>

		<dc:creator><![CDATA[Bret]]></dc:creator>
		<pubDate>Thu, 15 Jul 2010 00:22:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191027</guid>

					<description><![CDATA[Ah, the werewolf game. Was fun pouncing, yeah.

And chin music looks entertaining. So, that&#039;s good.]]></description>
			<content:encoded><![CDATA[<p>Ah, the werewolf game. Was fun pouncing, yeah.</p>
<p>And chin music looks entertaining. So, that&#8217;s good.</p>
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		<title>
		By: The_B		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191025</link>

		<dc:creator><![CDATA[The_B]]></dc:creator>
		<pubDate>Wed, 14 Jul 2010 23:32:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191025</guid>

					<description><![CDATA[I&#039;ve no idea how you did it, but kudos in actually making that gif go to the beat of Seven Nation Army. Man!]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve no idea how you did it, but kudos in actually making that gif go to the beat of Seven Nation Army. Man!</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191022</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Wed, 14 Jul 2010 22:49:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191022</guid>

					<description><![CDATA[That *is* a great pounce. I forgot all about that game because of how impossibly bastard hard it gets as soon as the werewolves can fight back. Tragically misjudged level.

Slides are definitely good. I&#039;m planning on having a little skid when you land fast at a low angle, too, but I&#039;ll save all that stuff for when I know how for sure what kind of levels it&#039;s going to have.]]></description>
			<content:encoded><![CDATA[<p>That *is* a great pounce. I forgot all about that game because of how impossibly bastard hard it gets as soon as the werewolves can fight back. Tragically misjudged level.</p>
<p>Slides are definitely good. I&#8217;m planning on having a little skid when you land fast at a low angle, too, but I&#8217;ll save all that stuff for when I know how for sure what kind of levels it&#8217;s going to have.</p>
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		<title>
		By: JohnArr		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191020</link>

		<dc:creator><![CDATA[JohnArr]]></dc:creator>
		<pubDate>Wed, 14 Jul 2010 22:40:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191020</guid>

					<description><![CDATA[I&#039;m sure you&#039;ve seen/someone has probably mentioned this already, but this game has an ace pounce attack, it might give you some cool ideas about impact and feedback (eg. I love the slide after collision) www.kongregate.com/games/weremsoft/vox-populi-vox-dei-a-werewolf-thriller]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m sure you&#8217;ve seen/someone has probably mentioned this already, but this game has an ace pounce attack, it might give you some cool ideas about impact and feedback (eg. I love the slide after collision) <a href="http://www.kongregate.com/games/weremsoft/vox-populi-vox-dei-a-werewolf-thriller" rel="nofollow ugc">http://www.kongregate.com/games/weremsoft/vox-populi-vox-dei-a-werewolf-thriller</a></p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191018</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Wed, 14 Jul 2010 22:26:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191018</guid>

					<description><![CDATA[Awesome, cheers. If you tested the last version, I&#039;ll include you in the future ones. If not, drop me a mail, it&#039;s easier to add you to the list that way: pentadact@gmail.com

Nonomu: nah, it was never going to be about detective work. The frequency of violence is yet to be determined.]]></description>
			<content:encoded><![CDATA[<p>Awesome, cheers. If you tested the last version, I&#8217;ll include you in the future ones. If not, drop me a mail, it&#8217;s easier to add you to the list that way: <a href="mailto:pentadact@gmail.com">pentadact@gmail.com</a></p>
<p>Nonomu: nah, it was never going to be about detective work. The frequency of violence is yet to be determined.</p>
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		<title>
		By: Auspex		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191017</link>

		<dc:creator><![CDATA[Auspex]]></dc:creator>
		<pubDate>Wed, 14 Jul 2010 22:22:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191017</guid>

					<description><![CDATA[I&#039;d be happy to test if you still need people.

Try jpcampbell (fearsome &#039;at&#039; symbol) gmx.com]]></description>
			<content:encoded><![CDATA[<p>I&#8217;d be happy to test if you still need people.</p>
<p>Try jpcampbell (fearsome &#8216;at&#8217; symbol) gmx.com</p>
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		<title>
		By: Devenger		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191016</link>

		<dc:creator><![CDATA[Devenger]]></dc:creator>
		<pubDate>Wed, 14 Jul 2010 22:16:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191016</guid>

					<description><![CDATA[I&#039;d like to test this punching. It sounds punchy, and thus enjoyable. My email is devenger (odd &#039;at&#039; symbol) gmail (dot) com.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;d like to test this punching. It sounds punchy, and thus enjoyable. My email is devenger (odd &#8216;at&#8217; symbol) gmail (dot) com.</p>
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		<title>
		By: Nonomu198		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191015</link>

		<dc:creator><![CDATA[Nonomu198]]></dc:creator>
		<pubDate>Wed, 14 Jul 2010 22:13:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191015</guid>

					<description><![CDATA[Wasn&#039;t this supposed to be a game about detective work and infrequent acts of violence?
I see you&#039;ve changed your goal to a Batman sort of detective (see the bat-signal, kick butts).

Also, now that the character design is finished, it&#039;s a good time to name the protagonist. How about Batman?]]></description>
			<content:encoded><![CDATA[<p>Wasn&#8217;t this supposed to be a game about detective work and infrequent acts of violence?<br />
I see you&#8217;ve changed your goal to a Batman sort of detective (see the bat-signal, kick butts).</p>
<p>Also, now that the character design is finished, it&#8217;s a good time to name the protagonist. How about Batman?</p>
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		<title>
		By: The_B		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191014</link>

		<dc:creator><![CDATA[The_B]]></dc:creator>
		<pubDate>Wed, 14 Jul 2010 22:10:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191014</guid>

					<description><![CDATA[I&#039;m still in, but currently as my hotmail seems to being going wonky you&#039;ll have to push it to my gmail addy. Which is the same my usual one but with a gmail.com suffix.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m still in, but currently as my hotmail seems to being going wonky you&#8217;ll have to push it to my gmail addy. Which is the same my usual one but with a gmail.com suffix.</p>
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		<title>
		By: Jethro		</title>
		<link>https://www.pentadact.com/2010-07-14-gunpoint-making-the-jump/#comment-191013</link>

		<dc:creator><![CDATA[Jethro]]></dc:creator>
		<pubDate>Wed, 14 Jul 2010 22:05:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1916#comment-191013</guid>

					<description><![CDATA[Memememe! me splat iamjethro.com :D]]></description>
			<content:encoded><![CDATA[<p>Memememe! me splat iamjethro.com :D</p>
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