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	<title>Comments on: Once Upon A Playtime III: Return To The Gamestory Lagoon!</title>
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	<link>http://terribleminds.com/ramble/2010/03/26/once-upon-a-playtime-iii-return-to-the-gamestory-lagoon/</link>
	<description>Chuck Wendig: Freelance Penmonkey</description>
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		<title>By: Mass Effect 2: Lessons Learned &#124; Transmythology</title>
		<link>http://terribleminds.com/ramble/2010/03/26/once-upon-a-playtime-iii-return-to-the-gamestory-lagoon/comment-page-1/#comment-19519</link>
		<dc:creator>Mass Effect 2: Lessons Learned &#124; Transmythology</dc:creator>
		<pubDate>Thu, 21 Oct 2010 22:11:01 +0000</pubDate>
		<guid isPermaLink="false">http://terribleminds.com/ramble/?p=3687#comment-19519</guid>
		<description>[...] Wendig on game story at [...]</description>
		<content:encoded><![CDATA[<p>[...] Wendig on game story at [...]</p>
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		<title>By: Geekcentricity’s Gaming Guide – Video Version&#160;&#124;&#160;Geekcentricity</title>
		<link>http://terribleminds.com/ramble/2010/03/26/once-upon-a-playtime-iii-return-to-the-gamestory-lagoon/comment-page-1/#comment-15516</link>
		<dc:creator>Geekcentricity’s Gaming Guide – Video Version&#160;&#124;&#160;Geekcentricity</dc:creator>
		<pubDate>Thu, 19 Aug 2010 20:58:46 +0000</pubDate>
		<guid isPermaLink="false">http://terribleminds.com/ramble/?p=3687#comment-15516</guid>
		<description>[...] story, and Chuck Wendig has several excellent posts on his blog about this very topic (here, here, here, and here).  If you&#8217;re interested in the topic, I highly recommend reading them. [...]</description>
		<content:encoded><![CDATA[<p>[...] story, and Chuck Wendig has several excellent posts on his blog about this very topic (here, here, here, and here).  If you&#8217;re interested in the topic, I highly recommend reading them. [...]</p>
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		<title>By: Collaboration is the Killer App &#8211; #DIYdays &#124; Guy LeCharles Gonzalez</title>
		<link>http://terribleminds.com/ramble/2010/03/26/once-upon-a-playtime-iii-return-to-the-gamestory-lagoon/comment-page-1/#comment-8752</link>
		<dc:creator>Collaboration is the Killer App &#8211; #DIYdays &#124; Guy LeCharles Gonzalez</dc:creator>
		<pubDate>Thu, 08 Apr 2010 22:42:05 +0000</pubDate>
		<guid isPermaLink="false">http://terribleminds.com/ramble/?p=3687#comment-8752</guid>
		<description>[...] Dread Pirate LeCharles&#8221;) delved into the question of whether or not a game can tell a sophisticated story. He started by making the point that a game is still a game even without a story (eg: Tetris), but [...]</description>
		<content:encoded><![CDATA[<p>[...] Dread Pirate LeCharles&#8221;) delved into the question of whether or not a game can tell a sophisticated story. He started by making the point that a game is still a game even without a story (eg: Tetris), but [...]</p>
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		<title>By: Once Upon A Playtime</title>
		<link>http://terribleminds.com/ramble/2010/03/26/once-upon-a-playtime-iii-return-to-the-gamestory-lagoon/comment-page-1/#comment-8577</link>
		<dc:creator>Once Upon A Playtime</dc:creator>
		<pubDate>Mon, 05 Apr 2010 12:43:47 +0000</pubDate>
		<guid isPermaLink="false">http://terribleminds.com/ramble/?p=3687#comment-8577</guid>
		<description>[...] discussions that built to the workshop I gave this past weekend. (Part One, Part Two, and then Part Three.) You can also see Guy&#8217;s kick-ass recap of this and the whole event right over here [...]</description>
		<content:encoded><![CDATA[<p>[...] discussions that built to the workshop I gave this past weekend. (Part One, Part Two, and then Part Three.) You can also see Guy&#8217;s kick-ass recap of this and the whole event right over here [...]</p>
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		<title>By: Me Speak Good Loud Public Ha Ha Ha Any Questions?</title>
		<link>http://terribleminds.com/ramble/2010/03/26/once-upon-a-playtime-iii-return-to-the-gamestory-lagoon/comment-page-1/#comment-8474</link>
		<dc:creator>Me Speak Good Loud Public Ha Ha Ha Any Questions?</dc:creator>
		<pubDate>Fri, 02 Apr 2010 11:16:34 +0000</pubDate>
		<guid isPermaLink="false">http://terribleminds.com/ramble/?p=3687#comment-8474</guid>
		<description>[...] and there you&#8217;ll find that my thesis isn&#8217;t all too different from the nonsense I spewed here &#8212; &#8220;To tell stories properly in games, you need to empower the player to tell those [...]</description>
		<content:encoded><![CDATA[<p>[...] and there you&#8217;ll find that my thesis isn&#8217;t all too different from the nonsense I spewed here &#8212; &#8220;To tell stories properly in games, you need to empower the player to tell those [...]</p>
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		<title>By: Matt M</title>
		<link>http://terribleminds.com/ramble/2010/03/26/once-upon-a-playtime-iii-return-to-the-gamestory-lagoon/comment-page-1/#comment-8363</link>
		<dc:creator>Matt M</dc:creator>
		<pubDate>Wed, 31 Mar 2010 06:58:51 +0000</pubDate>
		<guid isPermaLink="false">http://terribleminds.com/ramble/?p=3687#comment-8363</guid>
		<description>What about Planescape: Torment, where the &quot;princess&quot; is the personification of your own mortality?

http://www.rockpapershotgun.com/2007/09/25/retrospective-planescape-torment/

Easily my favourite story, out of any video game I&#039;ve played. Rumor has it, Interplay re-released it for its 10th anniversary.</description>
		<content:encoded><![CDATA[<p>What about Planescape: Torment, where the &#8220;princess&#8221; is the personification of your own mortality?</p>
<p><a href="http://www.rockpapershotgun.com/2007/09/25/retrospective-planescape-torment/" rel="nofollow">http://www.rockpapershotgun.com/2007/09/25/retrospective-planescape-torment/</a></p>
<p>Easily my favourite story, out of any video game I&#8217;ve played. Rumor has it, Interplay re-released it for its 10th anniversary.</p>
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		<title>By: Moving from Blob to Blob &#124; Blog of Fate</title>
		<link>http://terribleminds.com/ramble/2010/03/26/once-upon-a-playtime-iii-return-to-the-gamestory-lagoon/comment-page-1/#comment-8205</link>
		<dc:creator>Moving from Blob to Blob &#124; Blog of Fate</dc:creator>
		<pubDate>Sat, 27 Mar 2010 18:09:38 +0000</pubDate>
		<guid isPermaLink="false">http://terribleminds.com/ramble/?p=3687#comment-8205</guid>
		<description>[...] Part I; Part II; Part III [...]</description>
		<content:encoded><![CDATA[<p>[...] Part I; Part II; Part III [...]</p>
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		<title>By: Eddy Webb</title>
		<link>http://terribleminds.com/ramble/2010/03/26/once-upon-a-playtime-iii-return-to-the-gamestory-lagoon/comment-page-1/#comment-8203</link>
		<dc:creator>Eddy Webb</dc:creator>
		<pubDate>Sat, 27 Mar 2010 17:58:31 +0000</pubDate>
		<guid isPermaLink="false">http://terribleminds.com/ramble/?p=3687#comment-8203</guid>
		<description>Okay, compiled my thoughts on this on my own blog.

http://eddyfate.com/2010/03/27/moving-from-blob-to-blob/

Hope it helps.</description>
		<content:encoded><![CDATA[<p>Okay, compiled my thoughts on this on my own blog.</p>
<p><a href="http://eddyfate.com/2010/03/27/moving-from-blob-to-blob/" rel="nofollow">http://eddyfate.com/2010/03/27/moving-from-blob-to-blob/</a></p>
<p>Hope it helps.</p>
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		<title>By: Doyce</title>
		<link>http://terribleminds.com/ramble/2010/03/26/once-upon-a-playtime-iii-return-to-the-gamestory-lagoon/comment-page-1/#comment-8200</link>
		<dc:creator>Doyce</dc:creator>
		<pubDate>Sat, 27 Mar 2010 16:30:42 +0000</pubDate>
		<guid isPermaLink="false">http://terribleminds.com/ramble/?p=3687#comment-8200</guid>
		<description>Brief, completely unimportant note about the play time I spent on Mass Effect: 

My wife and I play MMOs. Compared to that (fun, but) sometimes repetitive drudgery, anything from Bioware feels like some kind of holy beast, pared down to nothing but animate muscle and steel bones -- something that consists of absolutely nothing but narrative and boss fights. Even when repeated four times. :)

(And I didn&#039;t mean to say that it seemed like you were saying stories and games were two lines that couldn&#039;t meet -- it seemed like you set up the criteria for *sophisticated* stories and game-stories as never-the-twain-shall-meet. Didn&#039;t mean to be unclear, and in any case, that was just my impression.)</description>
		<content:encoded><![CDATA[<p>Brief, completely unimportant note about the play time I spent on Mass Effect: </p>
<p>My wife and I play MMOs. Compared to that (fun, but) sometimes repetitive drudgery, anything from Bioware feels like some kind of holy beast, pared down to nothing but animate muscle and steel bones &#8212; something that consists of absolutely nothing but narrative and boss fights. Even when repeated four times. <img src='http://terribleminds.com/ramble/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>(And I didn&#8217;t mean to say that it seemed like you were saying stories and games were two lines that couldn&#8217;t meet &#8212; it seemed like you set up the criteria for *sophisticated* stories and game-stories as never-the-twain-shall-meet. Didn&#8217;t mean to be unclear, and in any case, that was just my impression.)</p>
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		<title>By: terribleminds</title>
		<link>http://terribleminds.com/ramble/2010/03/26/once-upon-a-playtime-iii-return-to-the-gamestory-lagoon/comment-page-1/#comment-8180</link>
		<dc:creator>terribleminds</dc:creator>
		<pubDate>Fri, 26 Mar 2010 21:42:52 +0000</pubDate>
		<guid isPermaLink="false">http://terribleminds.com/ramble/?p=3687#comment-8180</guid>
		<description>Will:

Heh. Sorry.

And I don&#039;t doubt that the LEGO and language thing was something I unconsciously picked up from you in the past. 

Sophistication remains a sticky wicket of a word, but I wanted something that wasn&#039;t &quot;effective&quot; -- effective, after all, really indicates good or bad. If something isn&#039;t effective, that&#039;s another way of saying &quot;it doesn&#039;t work.&quot; That&#039;s not what I want to say, I don&#039;t think.

Sophistication, though -- all connotations of hoity-and-toity aside -- is something that indicates both complexity and abstraction. The older a medium gets, the more sophisticated the work can become (I think -- I mean, if you go back to &quot;cave paintings&quot; and jump forward to &quot;Picasso,&quot; I&#039;d argue you see an increase in sophistication). Chess, as a game, you might say is a more sophisticated game than checkers. It&#039;s not just the complexity, but what is born from that complexity.

I don&#039;t necessarily think it&#039;s bound up with genre. Finch, for instance, feels like a very sophisticated tale. I&#039;ve read a number of very sophisticated horror novels, too. But, it goes outside of that -- Virginia Woolf, or the poetry of T.S. Eliot, and on and on.

I&#039;ve played sophisticated games, but I don&#039;t know that I&#039;ve played games with sophisticated stories. Maybe I have; possible I&#039;m just not conjuring it yet. Braid comes close, but even there it&#039;s more a play on existing stories and existing games, so the jury&#039;s out. (The jury in my brain, for the record.)

Maybe that&#039;s the fault of the audience, or the companies producing this stuff. That&#039;s an argument for a whole other time, though. (This rings possible; I actually think that games maybe told more sophisticated stories ten or twenty years ago. Maybe.)

It&#039;s maybe just that games and their stories aren&#039;t evolved enough yet, though. In ten years, we&#039;ll see something wholly different. I dunno. But that&#039;s part of what I&#039;m attempting to suss out: what are the new tools and blueprints one might need to tell a sophisticated story through the medium of a game? It&#039;s a different animal is what I&#039;m getting at.

-- c.</description>
		<content:encoded><![CDATA[<p>Will:</p>
<p>Heh. Sorry.</p>
<p>And I don&#8217;t doubt that the LEGO and language thing was something I unconsciously picked up from you in the past. </p>
<p>Sophistication remains a sticky wicket of a word, but I wanted something that wasn&#8217;t &#8220;effective&#8221; &#8212; effective, after all, really indicates good or bad. If something isn&#8217;t effective, that&#8217;s another way of saying &#8220;it doesn&#8217;t work.&#8221; That&#8217;s not what I want to say, I don&#8217;t think.</p>
<p>Sophistication, though &#8212; all connotations of hoity-and-toity aside &#8212; is something that indicates both complexity and abstraction. The older a medium gets, the more sophisticated the work can become (I think &#8212; I mean, if you go back to &#8220;cave paintings&#8221; and jump forward to &#8220;Picasso,&#8221; I&#8217;d argue you see an increase in sophistication). Chess, as a game, you might say is a more sophisticated game than checkers. It&#8217;s not just the complexity, but what is born from that complexity.</p>
<p>I don&#8217;t necessarily think it&#8217;s bound up with genre. Finch, for instance, feels like a very sophisticated tale. I&#8217;ve read a number of very sophisticated horror novels, too. But, it goes outside of that &#8212; Virginia Woolf, or the poetry of T.S. Eliot, and on and on.</p>
<p>I&#8217;ve played sophisticated games, but I don&#8217;t know that I&#8217;ve played games with sophisticated stories. Maybe I have; possible I&#8217;m just not conjuring it yet. Braid comes close, but even there it&#8217;s more a play on existing stories and existing games, so the jury&#8217;s out. (The jury in my brain, for the record.)</p>
<p>Maybe that&#8217;s the fault of the audience, or the companies producing this stuff. That&#8217;s an argument for a whole other time, though. (This rings possible; I actually think that games maybe told more sophisticated stories ten or twenty years ago. Maybe.)</p>
<p>It&#8217;s maybe just that games and their stories aren&#8217;t evolved enough yet, though. In ten years, we&#8217;ll see something wholly different. I dunno. But that&#8217;s part of what I&#8217;m attempting to suss out: what are the new tools and blueprints one might need to tell a sophisticated story through the medium of a game? It&#8217;s a different animal is what I&#8217;m getting at.</p>
<p>&#8211; c.</p>
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