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	Comments on: My &#8216;Enemies As Weapons&#8217; Game Idea	</title>
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		<title>
		By: Brodie		</title>
		<link>https://www.pentadact.com/2010-09-08-my-enemies-as-weapons-game-idea/#comment-200993</link>

		<dc:creator><![CDATA[Brodie]]></dc:creator>
		<pubDate>Thu, 16 Sep 2010 09:13:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2164#comment-200993</guid>

					<description><![CDATA[I didn&#039;t respawn!]]></description>
			<content:encoded><![CDATA[<p>I didn&#8217;t respawn!</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-09-08-my-enemies-as-weapons-game-idea/#comment-200498</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sat, 11 Sep 2010 08:17:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2164#comment-200498</guid>

					<description><![CDATA[They talk a bit about this in the interview that&#039;s going up later today. The trouble is that art is the most expensive thing for me to produce by myself, and I seem to be particularly bad at environmental art.

A persistent voice in your ear like GLaDOS would definitely give me some scope for explaining things I can&#039;t effectively depict. But I&#039;d need a twist on it. GLaDOS works because her motives aren&#039;t clear, but the usual Female Voice In Your Earpiece cliche is getting super old now.

Narration is one idea I&#039;ve been toying with. I&#039;m going to need tutorial messages, and it&#039;d be a fun challenge to work those into a brooding noir narration. The main problem is that currently, the plan is not to force too much of the hero&#039;s character on you. I want you to decide whether the guy&#039;s laconic, surly or friendly. Harder to do if I write a bunch of your innermost thoughts for you - but not impossible.]]></description>
			<content:encoded><![CDATA[<p>They talk a bit about this in the interview that&#8217;s going up later today. The trouble is that art is the most expensive thing for me to produce by myself, and I seem to be particularly bad at environmental art.</p>
<p>A persistent voice in your ear like GLaDOS would definitely give me some scope for explaining things I can&#8217;t effectively depict. But I&#8217;d need a twist on it. GLaDOS works because her motives aren&#8217;t clear, but the usual Female Voice In Your Earpiece cliche is getting super old now.</p>
<p>Narration is one idea I&#8217;ve been toying with. I&#8217;m going to need tutorial messages, and it&#8217;d be a fun challenge to work those into a brooding noir narration. The main problem is that currently, the plan is not to force too much of the hero&#8217;s character on you. I want you to decide whether the guy&#8217;s laconic, surly or friendly. Harder to do if I write a bunch of your innermost thoughts for you &#8211; but not impossible.</p>
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		<title>
		By: DanPryce		</title>
		<link>https://www.pentadact.com/2010-09-08-my-enemies-as-weapons-game-idea/#comment-200364</link>

		<dc:creator><![CDATA[DanPryce]]></dc:creator>
		<pubDate>Fri, 10 Sep 2010 23:15:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2164#comment-200364</guid>

					<description><![CDATA[Valve probably asked themselves the same question with Portal - weave the story within those puzzles. Granted, a lot of that was GLaDOS subtley expositing, but there are visual ways you can get story across. Like the bits behind the walls in Portal, with the &#039;there is no cake&#039; scribblings; audiences pick up on environmental clues like that and they build their understanding of the story. Plus, a newspaper clipping never goes amiss.]]></description>
			<content:encoded><![CDATA[<p>Valve probably asked themselves the same question with Portal &#8211; weave the story within those puzzles. Granted, a lot of that was GLaDOS subtley expositing, but there are visual ways you can get story across. Like the bits behind the walls in Portal, with the &#8216;there is no cake&#8217; scribblings; audiences pick up on environmental clues like that and they build their understanding of the story. Plus, a newspaper clipping never goes amiss.</p>
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		<item>
		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-09-08-my-enemies-as-weapons-game-idea/#comment-200262</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Fri, 10 Sep 2010 16:31:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2164#comment-200262</guid>

					<description><![CDATA[Don&#039;t you respawn? I respawned. The most easily fixable problem I had with it was that you hit spikes a fraction of a second after the next screen loads, if you&#039;re still holding the movement key. It&#039;s the one time in gaming I longed for a low wall to block my progress.]]></description>
			<content:encoded><![CDATA[<p>Don&#8217;t you respawn? I respawned. The most easily fixable problem I had with it was that you hit spikes a fraction of a second after the next screen loads, if you&#8217;re still holding the movement key. It&#8217;s the one time in gaming I longed for a low wall to block my progress.</p>
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		<title>
		By: Brodie		</title>
		<link>https://www.pentadact.com/2010-09-08-my-enemies-as-weapons-game-idea/#comment-200235</link>

		<dc:creator><![CDATA[Brodie]]></dc:creator>
		<pubDate>Fri, 10 Sep 2010 14:56:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2164#comment-200235</guid>

					<description><![CDATA[I know the game (Fib) was written in 48 hours, but would it have really taken that long to make it do something besides sit there forever upon player death?]]></description>
			<content:encoded><![CDATA[<p>I know the game (Fib) was written in 48 hours, but would it have really taken that long to make it do something besides sit there forever upon player death?</p>
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		<title>
		By: Jaz		</title>
		<link>https://www.pentadact.com/2010-09-08-my-enemies-as-weapons-game-idea/#comment-199707</link>

		<dc:creator><![CDATA[Jaz]]></dc:creator>
		<pubDate>Thu, 09 Sep 2010 08:05:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2164#comment-199707</guid>

					<description><![CDATA[&quot;I’m starting to wonder if there’s another type of content I can use to link a bunch of puzzles, or a more efficient way to convey story without visually depicting a lot of non-interactive events.&quot;

Full. Motion. Videooooooooo.]]></description>
			<content:encoded><![CDATA[<p>&#8220;I’m starting to wonder if there’s another type of content I can use to link a bunch of puzzles, or a more efficient way to convey story without visually depicting a lot of non-interactive events.&#8221;</p>
<p>Full. Motion. Videooooooooo.</p>
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		<title>
		By: Bret		</title>
		<link>https://www.pentadact.com/2010-09-08-my-enemies-as-weapons-game-idea/#comment-199661</link>

		<dc:creator><![CDATA[Bret]]></dc:creator>
		<pubDate>Thu, 09 Sep 2010 05:38:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2164#comment-199661</guid>

					<description><![CDATA[Sounds interesting.

Man. Game&#039;s changed a lot in the making. But it has more facepunching now, so all to the good.]]></description>
			<content:encoded><![CDATA[<p>Sounds interesting.</p>
<p>Man. Game&#8217;s changed a lot in the making. But it has more facepunching now, so all to the good.</p>
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		<item>
		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-09-08-my-enemies-as-weapons-game-idea/#comment-199508</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Wed, 08 Sep 2010 20:48:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2164#comment-199508</guid>

					<description><![CDATA[The backend is feasible, but the tricky part is the specifics of how you depict the generated story. If you write and script a number of predefined events, players will notice when they come up again and switch off. If you make them very abstract, like The Sims&#039; pictoral thought bubbles, it&#039;s hard to care and sometimes hard to even understand.

I do want some elements to be systematic like that, though. If there are major characters, I want to decide how they&#039;ll treat you if they hate you, and how they&#039;ll treat you if they like you, then just let your behaviour determine which state they end up in.

I think there&#039;s mileage, and game potential, in the idea that secret agent missions tend to revolve around an important object or event with at least two interested parties. A VIP to be killed or protected, data to be stolen or destroyed, etc. If I can account for both eventualities, I can both let you choose who to work for, and let you fail your mission without requiring a restart.]]></description>
			<content:encoded><![CDATA[<p>The backend is feasible, but the tricky part is the specifics of how you depict the generated story. If you write and script a number of predefined events, players will notice when they come up again and switch off. If you make them very abstract, like The Sims&#8217; pictoral thought bubbles, it&#8217;s hard to care and sometimes hard to even understand.</p>
<p>I do want some elements to be systematic like that, though. If there are major characters, I want to decide how they&#8217;ll treat you if they hate you, and how they&#8217;ll treat you if they like you, then just let your behaviour determine which state they end up in.</p>
<p>I think there&#8217;s mileage, and game potential, in the idea that secret agent missions tend to revolve around an important object or event with at least two interested parties. A VIP to be killed or protected, data to be stolen or destroyed, etc. If I can account for both eventualities, I can both let you choose who to work for, and let you fail your mission without requiring a restart.</p>
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		<item>
		<title>
		By: LeSwordfish		</title>
		<link>https://www.pentadact.com/2010-09-08-my-enemies-as-weapons-game-idea/#comment-199487</link>

		<dc:creator><![CDATA[LeSwordfish]]></dc:creator>
		<pubDate>Wed, 08 Sep 2010 19:30:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2164#comment-199487</guid>

					<description><![CDATA[I wouldnt particularly like that, if the writings good, as, you know, taken as read, i&#039;d really dislike the idea that i&#039;d be missing out on some of it.]]></description>
			<content:encoded><![CDATA[<p>I wouldnt particularly like that, if the writings good, as, you know, taken as read, i&#8217;d really dislike the idea that i&#8217;d be missing out on some of it.</p>
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		<item>
		<title>
		By: Lack 26		</title>
		<link>https://www.pentadact.com/2010-09-08-my-enemies-as-weapons-game-idea/#comment-199321</link>

		<dc:creator><![CDATA[Lack 26]]></dc:creator>
		<pubDate>Wed, 08 Sep 2010 08:37:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2164#comment-199321</guid>

					<description><![CDATA[Would a randomly generated story be possible? Wait, don&#039;t punch me into the ground for being a big silly just yet. 

The story is split into separate events, each event can then lead to several other types of events, sort of like a flow-chart. Eventually you&#039;d be able to cycle through to a new case beginning if you solve the case, or, if a character got killed then that would disable certain outcomes and options in a case or you may open up new options by making a mole/snout/acquaintance/ally/girl-friend/enemy (all given a humourous random name, of course).

It would require a fair bit of writing, but if you keep the story light and not particularly word heavy then you could probably get away with writing just a couple of case archetypes and then working on the options within a case.

That&#039;s the basis of the idea anyway.]]></description>
			<content:encoded><![CDATA[<p>Would a randomly generated story be possible? Wait, don&#8217;t punch me into the ground for being a big silly just yet. </p>
<p>The story is split into separate events, each event can then lead to several other types of events, sort of like a flow-chart. Eventually you&#8217;d be able to cycle through to a new case beginning if you solve the case, or, if a character got killed then that would disable certain outcomes and options in a case or you may open up new options by making a mole/snout/acquaintance/ally/girl-friend/enemy (all given a humourous random name, of course).</p>
<p>It would require a fair bit of writing, but if you keep the story light and not particularly word heavy then you could probably get away with writing just a couple of case archetypes and then working on the options within a case.</p>
<p>That&#8217;s the basis of the idea anyway.</p>
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