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	<title>Comments on: Game, Interrupted</title>
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	<description>Where the banner is pending and the words are rambling</description>
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		<title>By: Mitchell Dyer</title>
		<link>http://downwritefierce.com/2009/01/07/game-interrupted/#comment-120</link>
		<dc:creator>Mitchell Dyer</dc:creator>
		<pubDate>Tue, 20 Jan 2009 18:42:54 +0000</pubDate>
		<guid isPermaLink="false">http://downwritefierce.com/?p=110#comment-120</guid>
		<description>I won&#039;t debate the inherent incongruity of the statements, but I think that I&#039;m seeing it on multiple planes. I don&#039;t mind handholding every now and again -- I think that I should be educated, though, rather than pampered. BioShock literally points to where you need to be for the entirety of the game, should you choose to leave the arrow on (or not realize that it can be removed). But with something like Mass Effect&#039;s Noveria core puzzle, you&#039;re left completely hanging. You&#039;ve never been shown anything resembling a puzzle up until this point, and the lone puzzle you&#039;ll ever try to solve is basically nonsense. Even when I&#039;m being hand-held by a friend who&#039;s reading the strategy guide to me, I still can&#039;t make sense of the button presses and their correlation to what&#039;s happening on screen. 

I want to know what I have to do, or at least have the ability to find out in the game. The nonsense puzzle can stay, but I need to be able to find a blueprint or alien document that explains how it works, otherwise it&#039;s just gibberish.</description>
		<content:encoded><![CDATA[<p>I won&#8217;t debate the inherent incongruity of the statements, but I think that I&#8217;m seeing it on multiple planes. I don&#8217;t mind handholding every now and again &#8212; I think that I should be educated, though, rather than pampered. BioShock literally points to where you need to be for the entirety of the game, should you choose to leave the arrow on (or not realize that it can be removed). But with something like Mass Effect&#8217;s Noveria core puzzle, you&#8217;re left completely hanging. You&#8217;ve never been shown anything resembling a puzzle up until this point, and the lone puzzle you&#8217;ll ever try to solve is basically nonsense. Even when I&#8217;m being hand-held by a friend who&#8217;s reading the strategy guide to me, I still can&#8217;t make sense of the button presses and their correlation to what&#8217;s happening on screen. </p>
<p>I want to know what I have to do, or at least have the ability to find out in the game. The nonsense puzzle can stay, but I need to be able to find a blueprint or alien document that explains how it works, otherwise it&#8217;s just gibberish.</p>
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		<title>By: Spankminister</title>
		<link>http://downwritefierce.com/2009/01/07/game-interrupted/#comment-118</link>
		<dc:creator>Spankminister</dc:creator>
		<pubDate>Sun, 18 Jan 2009 16:29:15 +0000</pubDate>
		<guid isPermaLink="false">http://downwritefierce.com/?p=110#comment-118</guid>
		<description>It seems paradoxical to me that you would complain about the hand-holding objective markers in one game, but an unexplained puzzle in another.  You make a very fair point that a lot of games these days add unnecessary filler to pad out the fun.  Assassin&#039;s Creed has future sequences which no one reviewed well (Hitman doesn&#039;t), Sonic has lame Werehog stages to balance out the exciting running ones.  I&#039;ll agree with you that games don&#039;t need that.

However, if a game doesn&#039;t throw you a curveball now and then, I think it&#039;s far more disappointing to make a game that&#039;s just a straight-shot beginning to end playthrough.  I definitely do miss games that unapologetically said, &quot;You need to learn to do this new thing in order to progress.&quot;  How fair it is to make that skill outside the normal scope of the gameplay is probably up for debate, but I definitely support the stop sign every now and again to vary the speed of play.  Far worse than a game with filler is a game that can be measured in achievements per hour, where the standard deviation is very low.</description>
		<content:encoded><![CDATA[<p>It seems paradoxical to me that you would complain about the hand-holding objective markers in one game, but an unexplained puzzle in another.  You make a very fair point that a lot of games these days add unnecessary filler to pad out the fun.  Assassin&#8217;s Creed has future sequences which no one reviewed well (Hitman doesn&#8217;t), Sonic has lame Werehog stages to balance out the exciting running ones.  I&#8217;ll agree with you that games don&#8217;t need that.</p>
<p>However, if a game doesn&#8217;t throw you a curveball now and then, I think it&#8217;s far more disappointing to make a game that&#8217;s just a straight-shot beginning to end playthrough.  I definitely do miss games that unapologetically said, &#8220;You need to learn to do this new thing in order to progress.&#8221;  How fair it is to make that skill outside the normal scope of the gameplay is probably up for debate, but I definitely support the stop sign every now and again to vary the speed of play.  Far worse than a game with filler is a game that can be measured in achievements per hour, where the standard deviation is very low.</p>
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		<title>By: Mitchell Dyer</title>
		<link>http://downwritefierce.com/2009/01/07/game-interrupted/#comment-113</link>
		<dc:creator>Mitchell Dyer</dc:creator>
		<pubDate>Tue, 13 Jan 2009 06:46:45 +0000</pubDate>
		<guid isPermaLink="false">http://downwritefierce.com/?p=110#comment-113</guid>
		<description>Solid points on all fronts. I&#039;m aware that you can turn off the blasted arrow in BioShock, but I didn&#039;t even think of it until halfway through. It&#039;s bothersome, regardless, and removing it isn&#039;t something that you&#039;d really think is possible. Tropes like that are traditionally stuck there. Oh, next-gen gaming is a beautiful thing :)</description>
		<content:encoded><![CDATA[<p>Solid points on all fronts. I&#8217;m aware that you can turn off the blasted arrow in BioShock, but I didn&#8217;t even think of it until halfway through. It&#8217;s bothersome, regardless, and removing it isn&#8217;t something that you&#8217;d really think is possible. Tropes like that are traditionally stuck there. Oh, next-gen gaming is a beautiful thing <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Arrogance</title>
		<link>http://downwritefierce.com/2009/01/07/game-interrupted/#comment-112</link>
		<dc:creator>Arrogance</dc:creator>
		<pubDate>Mon, 12 Jan 2009 22:44:21 +0000</pubDate>
		<guid isPermaLink="false">http://downwritefierce.com/?p=110#comment-112</guid>
		<description>While I would refute your objection to the sequences in Assassin&#039;s Creed specifically, I don&#039;t disagree with your assessment of interruptions in general. I have always played my 360 without the sound effects, so the &quot;bloop&quot; when the developers decide that I&#039;ve achieved something isn&#039;t so familiar a sound to me--the grey box popping up and stealing my focus from something incredible happening on the screen (like the blasted last scene in, I don&#039;t know, Prince of Persia) is. It&#039;s rather vexing to me that people go to such great lengths to craft such complex scenes, only to let their Achievements Code Monkey decide to undermine the scene with an Achievement trigger.

As for some of the other examples you noted: Most of Bioshock&#039;s &quot;Help me, I&#039;m dumb&quot; assistance can be turned off or at least minimized; a feature I can only hope made as much of an impression on other developers as everything else awesome about that title did. No help for Call of Duty 4, though...But I can&#039;t remember being too annoyed by anything in that game&#039;s campaign mode, less its brevity. As for Mass Effect, I had to search online to be reminded about the puzzle in question. I do remember being annoyed by the puzzle, but I could also argue for it: This alien technology was as unknown to Shephard as it was to me; in not providing more information about the puzzle, the devs may have been trying to afford the player some of the same confusion the party is feeling, faced with this complex machine they must somehow manipulate without further instruction. I&#039;m sure that the reasons behind the puzzle are more contrived than clever (which can sometimes be the same thing, anyway), but I would say that if that was the goal of the designers, they succeeded--perhaps too well.

By the by, I don&#039;t think you&#039;re being overly critical. If you are being paid to delineate why this or that is or isn&#039;t good or worthwhile or what have you, you must be critical, perhaps even hypercritical (if being critical is something that can be objectively measured, anyway). What I think the challenge for someone like you (and by someone like you I mean myself) is, knowing when--or perhaps remembering when--to take off the &quot;I am being critical&quot; hat and put on the &quot;I am playing this for fun&quot; hat. I&#039;d like to defend my constant return to the Dynasty Warriors and related series as accomplishing this very purpose: How much more can I appreciate (and perhaps less easily be critical of) great action games when I always have a consistently underwhelming base series to compare them to?</description>
		<content:encoded><![CDATA[<p>While I would refute your objection to the sequences in Assassin&#8217;s Creed specifically, I don&#8217;t disagree with your assessment of interruptions in general. I have always played my 360 without the sound effects, so the &#8220;bloop&#8221; when the developers decide that I&#8217;ve achieved something isn&#8217;t so familiar a sound to me&#8211;the grey box popping up and stealing my focus from something incredible happening on the screen (like the blasted last scene in, I don&#8217;t know, Prince of Persia) is. It&#8217;s rather vexing to me that people go to such great lengths to craft such complex scenes, only to let their Achievements Code Monkey decide to undermine the scene with an Achievement trigger.</p>
<p>As for some of the other examples you noted: Most of Bioshock&#8217;s &#8220;Help me, I&#8217;m dumb&#8221; assistance can be turned off or at least minimized; a feature I can only hope made as much of an impression on other developers as everything else awesome about that title did. No help for Call of Duty 4, though&#8230;But I can&#8217;t remember being too annoyed by anything in that game&#8217;s campaign mode, less its brevity. As for Mass Effect, I had to search online to be reminded about the puzzle in question. I do remember being annoyed by the puzzle, but I could also argue for it: This alien technology was as unknown to Shephard as it was to me; in not providing more information about the puzzle, the devs may have been trying to afford the player some of the same confusion the party is feeling, faced with this complex machine they must somehow manipulate without further instruction. I&#8217;m sure that the reasons behind the puzzle are more contrived than clever (which can sometimes be the same thing, anyway), but I would say that if that was the goal of the designers, they succeeded&#8211;perhaps too well.</p>
<p>By the by, I don&#8217;t think you&#8217;re being overly critical. If you are being paid to delineate why this or that is or isn&#8217;t good or worthwhile or what have you, you must be critical, perhaps even hypercritical (if being critical is something that can be objectively measured, anyway). What I think the challenge for someone like you (and by someone like you I mean myself) is, knowing when&#8211;or perhaps remembering when&#8211;to take off the &#8220;I am being critical&#8221; hat and put on the &#8220;I am playing this for fun&#8221; hat. I&#8217;d like to defend my constant return to the Dynasty Warriors and related series as accomplishing this very purpose: How much more can I appreciate (and perhaps less easily be critical of) great action games when I always have a consistently underwhelming base series to compare them to?</p>
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		<title>By: Mitchell Dyer</title>
		<link>http://downwritefierce.com/2009/01/07/game-interrupted/#comment-32</link>
		<dc:creator>Mitchell Dyer</dc:creator>
		<pubDate>Wed, 07 Jan 2009 17:48:07 +0000</pubDate>
		<guid isPermaLink="false">http://downwritefierce.com/?p=110#comment-32</guid>
		<description>Prince of Persia&#039;s ease is something I don&#039;t mind at all, but there&#039;s something about that game that keeps me from coming back. It&#039;s fine and fun, but something about it just bugs me. Colossus was a game I found immensely challenging, which might have been my own fault, but I adored it for it.</description>
		<content:encoded><![CDATA[<p>Prince of Persia&#8217;s ease is something I don&#8217;t mind at all, but there&#8217;s something about that game that keeps me from coming back. It&#8217;s fine and fun, but something about it just bugs me. Colossus was a game I found immensely challenging, which might have been my own fault, but I adored it for it.</p>
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		<title>By: Marko Dj.</title>
		<link>http://downwritefierce.com/2009/01/07/game-interrupted/#comment-31</link>
		<dc:creator>Marko Dj.</dc:creator>
		<pubDate>Wed, 07 Jan 2009 16:13:03 +0000</pubDate>
		<guid isPermaLink="false">http://downwritefierce.com/?p=110#comment-31</guid>
		<description>I think you&#039;re a bit of both. You&#039;re critical because of course you&#039;ve been &#039;trained&#039; to look at all the finite parts of a game; if you manage to separate yourself from the game and experience the way it should be (which in most cases is for entertainment purposes), I think you wouldn&#039;t be too critical.

About the whole puzzles in Mass Effect, while that puzzle was a bit of pain I at least appreciate that they offered something different. It might not always work, but at least they were willing to take a chance and they didn&#039;t pepper the game with &#039;out of the way&#039; tasks. 

I do agree that Assassin&#039;s Creeds interruptions were annoying. For me it was the repetition that you had to go through as Altair. I found that even more of a problem than asking as Desmond and learning more about why he&#039;s there from Vidic and Lucy.

If you hated the &#039;hand holding&#039; of Bioshock, then I&#039;d really love to hear your thoughts about Prince of Persia or Shadow of the Colossus which both essentially have the &#039;hand hold&#039; button.</description>
		<content:encoded><![CDATA[<p>I think you&#8217;re a bit of both. You&#8217;re critical because of course you&#8217;ve been &#8216;trained&#8217; to look at all the finite parts of a game; if you manage to separate yourself from the game and experience the way it should be (which in most cases is for entertainment purposes), I think you wouldn&#8217;t be too critical.</p>
<p>About the whole puzzles in Mass Effect, while that puzzle was a bit of pain I at least appreciate that they offered something different. It might not always work, but at least they were willing to take a chance and they didn&#8217;t pepper the game with &#8216;out of the way&#8217; tasks. </p>
<p>I do agree that Assassin&#8217;s Creeds interruptions were annoying. For me it was the repetition that you had to go through as Altair. I found that even more of a problem than asking as Desmond and learning more about why he&#8217;s there from Vidic and Lucy.</p>
<p>If you hated the &#8216;hand holding&#8217; of Bioshock, then I&#8217;d really love to hear your thoughts about Prince of Persia or Shadow of the Colossus which both essentially have the &#8216;hand hold&#8217; button.</p>
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		<title>By: thedaythatidie</title>
		<link>http://downwritefierce.com/2009/01/07/game-interrupted/#comment-30</link>
		<dc:creator>thedaythatidie</dc:creator>
		<pubDate>Wed, 07 Jan 2009 14:09:12 +0000</pubDate>
		<guid isPermaLink="false">http://downwritefierce.com/?p=110#comment-30</guid>
		<description>you&#039;re a videogame addict. nice! i haven&#039;t played for a while though. i miss metal gear!!!</description>
		<content:encoded><![CDATA[<p>you&#8217;re a videogame addict. nice! i haven&#8217;t played for a while though. i miss metal gear!!!</p>
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